MrMino Posted May 22, 2012 Share Posted May 22, 2012 By nonereplacer files I meant that the CK will read any animation files placed inside the games animation folder, whatever they are named. here i'm looking at rightaimloop, which is my own file but it eventually replaces staffmagicright_chargeloop because that is the 'aiming' animation for a staff. You can see there are no weapons being held in the CK it's just for previewing the animation, but combined with a new staffmagic_chargeloop (left), ingame result. Link to comment Share on other sites More sharing options...
biggestkid Posted May 23, 2012 Author Share Posted May 23, 2012 Ok thanks for that but im still not sure how this applies to me and my situation? Do i have to do something with non-replacer files? Is that why my animation isnt showing? Thanks,big Link to comment Share on other sites More sharing options...
MrMino Posted May 23, 2012 Share Posted May 23, 2012 it's just for testing out your animations to see if they work OK without having to boot up the game. So if your new custom staff walk/run animations are playing in the CK that would be a good sign it will work in game. Nonreplacer animations arn't possible. This just saves time having to delete an existing file and copy&pasting the file name every time I edit an animation. Could be a mistake in your folder path if you made it yourself? Try unpacking all the animations files from the .BSA. Link to comment Share on other sites More sharing options...
biggestkid Posted May 24, 2012 Author Share Posted May 24, 2012 I dont think its a pathing issue, as when i rename it to mt_jump it works, it just doesnt work as one of the staffmagicright_walkarm or _runarm animations. Are there any other animations that you guys think will affect the way a character will walk with a staff? If so maybe i could have a go at editing some of them. Thanks,big Link to comment Share on other sites More sharing options...
biggestkid Posted May 25, 2012 Author Share Posted May 25, 2012 bump Link to comment Share on other sites More sharing options...
xp32 Posted May 25, 2012 Share Posted May 25, 2012 (edited) Why it's work as mt_jump but not as staffmagicright_walkarm ?Answer: mt_jump.hkx is defined in 0_master.hkx as an animation event which is connected directly as actor's action in CK. While staffmagicright_walkarm.hkx listed in 0_master.hkx, it isn't defined as animation event. I still believe it's defined as floating animation. Listen, the name is critical. Edited May 25, 2012 by xp32 Link to comment Share on other sites More sharing options...
biggestkid Posted May 25, 2012 Author Share Posted May 25, 2012 So what would you suggest i do xp32? Im all out of ideas and at a stand still in my mod until i can get this to work. Link to comment Share on other sites More sharing options...
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