kingtitan Posted January 25, 2012 Share Posted January 25, 2012 Hello all. I am currently trying to replace a pose in a spell with another pose mesh from a different spell. That might sound a bit confusing, so to clarify, I am trying to replace the crucifx pose from the dungeon poses mod with a better crucifix mesh. However this better mesh that I am trying to use is giving me a good bit of trouble to work. It comes from the CTaddpose Hentai and has a nif animation file somehow attached to it. Here is what I tried so far: First off I went ahead and copied the replacement mesh (and animation nif) from their home folder to the folder of the crucifix mesh I was trying to replace. Created a backup folder, moved the "old" mesh into said folder and renamed the replacement nif (not the animation nif) to the "old" mesh's file name. When I went into the game the pose did not render correctly. Second I backed up to step one, pre backup. Obviously the last trial did not work so I restored the old mesh and kept the backup folder (just in case). Then I put in the replacement mesh and animation nif into the same folder that the "old" mesh used. Booted up the CS and pointed the AnimIdle of the original crucifix pose to point to the new replacement crucifix mesh. Went into the game to try it out and got results similar to my first trial. Obviously I am not doing this correctly, is there someone out there that wouldn't mind pointing me in the correct method to go about completing this? Link to comment Share on other sites More sharing options...
fore Posted January 25, 2012 Share Posted January 25, 2012 This is a bit confusing confusing. There is no pose ot animation mesh in oblivion. Every character animation has to be a seperate (kf) file, which is then (in the case of poses) usually activated by an idle animation "trigger". The only meshes which can come into place are "idleobjects" (like rakes, painbrush, ..), which are rigged to some character bones. But these objects have to be connected to the idle animation, which uses the idleobject. So if you replace the idleobject, you also have to replace the calling idle animation, or most likely both will not play together very well. Is this what you see? Link to comment Share on other sites More sharing options...
kingtitan Posted January 25, 2012 Author Share Posted January 25, 2012 Sorry for the confusion, I actually played around enough with the CS and figured it out. My entries didn't correspond (hence the incorrect animation on the correct replacement mesh). But I got it sorted out. Thanks for your quick reply though fore! Link to comment Share on other sites More sharing options...
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