sbbg Posted June 9, 2011 Share Posted June 9, 2011 (edited) <Sorry to post on wrong place, moved to "troubleshooting board". Dear admin can delete this, thanks.>Hi, I would like to ask about some technical problem concerning MAO and its patch in Wyre Bash. As far as I can tell, MAO and its patch can assign the mods before (in the order) itself to use another skeleton to avoid custom animation like DMC stylish. And I have a mod which redefined/override Eyja(maid in the Skingrad) to make her beautiful. I put it in later order after MAO. The MAO and its patch work and non-vanilla animations applied to Eyja as expected. But here comes my problem: I have a copy of The Pirate Isles. I want to make the 2 first mates work with non-vanilla animation while the others DON'T. I tried following steps:1. start TESConstructionSet and start a new esp like "ThePirateIslesOverhaul".2. Load the JNF The Pirate Isle's esp.3. Fiddle with settings of 2 first mates and save them into the new esp.4. Put the new esp AFTER MAO and its patch made by Wyre Bash. These steps doesn't make non-vanilla animation work for 2 modified first mates. But how could the custom Eyja I mentioned work? Is there any mistake I made? Any comment or suggestion is welcomed. Thanks. Edited June 9, 2011 by sbbg Link to comment Share on other sites More sharing options...
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