Jump to content

Practical way to overwrite animations?


devinpatterson

Recommended Posts

Is there any practical way to overwrite animations from within the game engine? Apocalyptic Girl and I are working on a black ops version of a trauma suit. It has learned behaviors/skills from it's former occupant including martial arts. I'd like to make the unarmed_rearmed animations available when wearing the armor and revert to the vanilla animations when the armor isn't equipped. The new animations are about 400kb and I was hoping NVSE had a function that would be called from a script (attached to the armor) that would allow me to overwrite the new animations to the _male folder on equip and vice versa for the vanilla ones when the armor was unequipped.
Link to comment
Share on other sites

The only thing I can think of that would allow that would be to make new animations for your mod (new formIDs in GECK), and then attempt to detect the activation of the original animations, cancel them, and run your own instead. However, I have NO clue how to go about doing all that.
Link to comment
Share on other sites

The only thing I can think of that would allow that would be to make new animations for your mod (new formIDs in GECK), and then attempt to detect the activation of the original animations, cancel them, and run your own instead. However, I have NO clue how to go about doing all that.

 

It's ok I didn't really hold out a lot of hope for it, but I thought I'd ask anyway. And I appreciate your comment Gribbleshnibit8.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...