ablindm4n Posted September 9, 2016 Share Posted September 9, 2016 I have made some custom animations for my mod and, like most other custom animations in mods I've seen, I added my data the HumanSubRaceDataGraph race. This obviously comes with the issue of being incompatible with everyone else's custom animations. But there is a better way! Instead of adding to HumanSubRaceDataGraph (or whatever race you need), you should instead create a new race and make it `additive` to the race you wish to change. So, how do we do that? You must first create a new race and give it a name (you can leave everything else blank). Save the race and re-open it, then go to the Subgraph Data tab. Change the `Template` dropdown to `additive`, and change the dropdown next to it from `NONE` to `HumanSubRaceDataGraph` (or the race you wish to add to). Again, you may need to save and re-open your new race, and then you can add your data as you would normally do - the game will automatically add it to the form you selected.Pretty simple solution that I though more mod authors need to be aware of. Another tip - If you are editing a mod in CK that already has your data added to a race, you will not be able to add the same data to your Additive race (CK knows it already exists and will ignore your input). So you must first delete it from the base race. Link to comment Share on other sites More sharing options...
ablindm4n Posted September 9, 2016 Author Share Posted September 9, 2016 I have made a quick tutorial with images for this. Link to comment Share on other sites More sharing options...
registrator2000 Posted September 10, 2016 Share Posted September 10, 2016 Wonderful! Thank you for taking the time to make a tutorial for fellow modders. For anyone wondering - these additive records are exactly what Bethesda uses for the official DLC to add to the race records. (You can see this being done in Automatron for humans, assaultrons and several other races.) Link to comment Share on other sites More sharing options...
ablindm4n Posted September 10, 2016 Author Share Posted September 10, 2016 No problem! While we're on the topic of custom animations, has anybody managed to get 3rd person weapon animation in-game without breaking player movement? There's currently an issue where if you add subgraph data for 3rd person weapon animations, no matter if the animations are completely vanilla, the player will only be able to move in 3 directions. I have no idea what could be causing it though. Link to comment Share on other sites More sharing options...
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