sbbg Posted June 9, 2011 Share Posted June 9, 2011 Hi, I would like to ask about some technical problem concerning behavior of 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. Link to comment Share on other sites More sharing options...
sbbg Posted June 10, 2011 Author Share Posted June 10, 2011 (edited) ok, I will try to make it short: Is it possible to make part of NPC from 1 mod compatible with custom animation while the others from same mod are not? I try the best I can do. Please help me at least a bit. :wallbash: Edited June 10, 2011 by sbbg Link to comment Share on other sites More sharing options...
MotoSxorpio Posted June 11, 2011 Share Posted June 11, 2011 Yes, but i couldn't tell you how in CS. I use TES4Edit because it just makes sense to me :P . But it is possible, you would be making a patch for the plugin. TES4Gecko has the easy interface and the function of creating merged patches. Both tools would be useful and faster than the CS for simple edits like you are doing. Sorry, I'm no help but I do know its possible. Link to comment Share on other sites More sharing options...
sbbg Posted June 12, 2011 Author Share Posted June 12, 2011 Yes, but i couldn't tell you how in CS. I use TES4Edit because it just makes sense to me :P . But it is possible, you would be making a patch for the plugin. TES4Gecko has the easy interface and the function of creating merged patches. Both tools would be useful and faster than the CS for simple edits like you are doing. Sorry, I'm no help but I do know its possible.Thanks for your confirmation and suggestions. They are great help for me already. I will try them myself first. Thank you. :) Link to comment Share on other sites More sharing options...
sbbg Posted June 12, 2011 Author Share Posted June 12, 2011 (edited) Hi, I finally succeed by TES4Edit. But I thought too much to expect that it's must be redefined or overridden.All I had to do is fire up TES4Edit, edit Wyre Bash's patch(esp file,) and set the skeleton back to normal skeleton which PC used in NPC_'s MODT subrecord for the NPC I wish to share new animation. Thank you again!! Edited June 12, 2011 by sbbg Link to comment Share on other sites More sharing options...
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