Jump to content

Supermutant animations needed


n0t0ryczny

Recommended Posts

Yeah, topic title is pretty self-explanatory. My game is way to easy with nVamp and I want to spice it up somehow. Given that muties are strong enough to use heavier weapons I added Anti-Materiel rifle to SupermutantWeapons formlist and respective leveled item lists. So they now spawn with the really big gun. I also remembered the animation issue in Fallout 3, namely if enemy is allowed to use weapon, equips it but does not actually attack with it - than he lacks the right animations. Next thing to do was to extract 2hrattack9, 2hrattack9down, 2hrattack9is, 2hrattack9isdown, 2hrattack9isup, 2hrattack9up and 2hrreloadO.kf from .bsa's character\_male section. The result is - anims are kind of working, muties shoot their .50cals but they crumple in the process - head turtles into the chest and the whole mutant suddenly is just as tall as the player. It sorts itself out quickly until next shot. Now I know that animations just are not scaled to work with mutant's skeleton .nif. Problem is, my knowledge about animations is... it just does not exist.

 

So, would anyone take a look at it and stretch those .kf here and there?

Link to comment
Share on other sites

I went there and to my surprise 4 of 5 images attached to that file are my uploads... So I dled it before and used. I'll try and copy/rename hunting rifle anims as placeholders, maybe those will kinda work without side effects.

 

EDIT: None of the anims in the resource pack fits; moreover, remaned hunting rifle animations do not work. Back to square one.

Edited by n0t0ryczny
Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

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