fore Posted April 24, 2016 Share Posted April 24, 2016 Yes but how for example I made a few animation but ofc I cant have them in the game. Read the FNIS Modders Documentation. From the FNIS files section. Link to comment Share on other sites More sharing options...
krisser143 Posted April 24, 2016 Share Posted April 24, 2016 Every actor has a skeleton, I were merely talking about static objects without skeletons. I sow import from dragon age game, somebody made a tank wheels to spin. This is the comment I'm referring to, regarding the need of a skeleton, and the need of something to activate the script, as there are not by default anything in the game that would activate an animation for such a static object (I know it's from another game tho). Therefor he needs something to ACTIVATE the script. Same thing goes for custom animals. There can be a folder with custom animations, but the custom animal WONT take the animation into account if you don't put any sort of activators for the animation to run, which should of course be done by the mod author. I know you are the author of FNIS, so I trust that you know a lot more about this than me. I'm just simply stating, that every animation needs an activator. So if you place new "dancing" animations in your game folder, something needs to run them on you. I'm not going in depth with how it works, I don't know anything about that :P Sorry for posting misleading comments. Link to comment Share on other sites More sharing options...
BartimeusUruk Posted April 24, 2016 Author Share Posted April 24, 2016 Ok ok, but if i use FNIS to add for example a hug animation or a hello animation activate by a dialog, The player Will not have to use a kind of spell to load the animation ??? Because i don't see how FNIS is working and how to use it ?! Link to comment Share on other sites More sharing options...
krisser143 Posted April 24, 2016 Share Posted April 24, 2016 Ok ok, but if i use FNIS to add for example a hug animation or a hello animation activate by a dialog, The player Will not have to use a kind of spell to load the animation ??? Because i don't see how FNIS is working and how to use it ?!May I ask, do you have a specific animation in mind, or are you creating your own? Link to comment Share on other sites More sharing options...
BartimeusUruk Posted April 25, 2016 Author Share Posted April 25, 2016 I'm creating my own Link to comment Share on other sites More sharing options...
krisser143 Posted April 25, 2016 Share Posted April 25, 2016 I'm creating my ownFor what specific purpose? Is it dancing animations, or something alike? Link to comment Share on other sites More sharing options...
BartimeusUruk Posted April 25, 2016 Author Share Posted April 25, 2016 Yes i want to make mode to improve the relation ship reality between NPC and the dragonborn, dialog, and animation Link to comment Share on other sites More sharing options...
krisser143 Posted April 25, 2016 Share Posted April 25, 2016 So you want to, for example, do a hand-shake with formal people. And if the dragonborn has a good friendship with someone, he should give them a highfive? I don't know specifically how to do this, but you probably need to run the animation, through a script, whenever the dragonborn, for example, meets an NPC. Link to comment Share on other sites More sharing options...
BartimeusUruk Posted April 25, 2016 Author Share Posted April 25, 2016 Yes it's exactly what I want to do! Link to comment Share on other sites More sharing options...
BartimeusUruk Posted April 25, 2016 Author Share Posted April 25, 2016 But I don't know how I can add animations ☹ Link to comment Share on other sites More sharing options...
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