fore Posted July 3, 2018 Share Posted July 3, 2018 No need to wait for Skyblivion, just look what the Centaur people did. I think they had contact with the Skyblivion developer. And to make things clear upfront. FNIS "can" patch. But I have to integrate that into FNIS first. And the input for that has to come from the mod author. Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 4, 2018 Author Share Posted July 4, 2018 Ah okay, now i get it. Thanks for all your help man, that really helped me ALOT. Link to comment Share on other sites More sharing options...
Di0nysys Posted July 4, 2018 Share Posted July 4, 2018 It's worth it to point out that Zartar's behavior tool has advanced quite well. Give it a download from his Github. Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 4, 2018 Author Share Posted July 4, 2018 Thanks guys, you really helped me out alot. I will start finishing up some basic animation sets for a creature and will see if I get it ingame. Also I have never heard of the editor before, is there some kind of list or thread that lists all these editors? It seems like skyrim has more user tools than I expected to have which is great news. Link to comment Share on other sites More sharing options...
Di0nysys Posted July 5, 2018 Share Posted July 5, 2018 Okay now all of this makes a lot more sense to me. So basically you can create a new monster completely custom bipedal or whatever, create completely new animations, copy the behavior file of the wolf and edit it so it uses the new animations? But adding new behaviors to the new monster is not possible because a project file contains the actual behaviour of the monster? So when the wolf hast 2 attack animations, your monster can only have 2 attack animations? This wouldn't be to big of a problem because there are a lot of monsters in the game that contain a lot of animations at the moment. But this is only if I understand this completely correct. Btw your tool is really nice, this opened up a lot of possibilities Of course you can add new behavior files. FNIS depending mods do it all the time. Everyone of them has at least one completely new behavior. You just take an existing one because it is much easier to use what is there than creating one from scratch. Creating an attack system, or a movement combination is much more complicated that what FNIS does, adding a lot of different simple idles. So you copy an existing behavior just to save work. Once you have it, it is very simple to replace the animation file names to the new ones, and even not so hard to add an additional third attack. But don't forget, this is just the behavior part. Then there are these animation*datasinglefile.txt files. They are really hard to understand becasue of the encryption. And they have to be patched among ALL custom animation mods or Enderals/Skybivions projects. Characters and creaturea alike. Okay. So i've actually managed to hack together a new behavior in Zartar's tool. It actually generates all the animation*datasinglefile.txt required, along with the behavior file. So besides giantproject, giantbehavior, a new set of animations+custom animation, and replacing the main animation*datasinglefile.txt, is there anything required to add a new behavior? Link to comment Share on other sites More sharing options...
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