Bottletopman Posted July 25, 2018 Share Posted July 25, 2018 Been messing around with the idle walking animations (i.e. gun holstered) but I can't for the life of me find out which one that is in the GECK under the animation tab - there's no entry for idle walking, forwards nor backwards. How do you preview walking anims? Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 25, 2018 Share Posted July 25, 2018 i used blender or nifskope to preview some animations. are you trying to quickly observe your edited animations or something else? Link to comment Share on other sites More sharing options...
Bottletopman Posted July 25, 2018 Author Share Posted July 25, 2018 Yeah just quick previews, gets annoying having to constantly start up NV after each edit. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 25, 2018 Share Posted July 25, 2018 found this on google http://geck.bethsoft.com/index.php?title=Animation_Tab looks like it has a preview option Link to comment Share on other sites More sharing options...
Bottletopman Posted July 25, 2018 Author Share Posted July 25, 2018 (edited) I know you're just trying to help but with all due respect, did you actually read my original post? I'm fully aware of the animation tab within the GECK that lets you preview anims, but there's no selection for walking forward/backward animations. That is what I'm trying to do, finding a way to view walking animations while not having any weapons unholstered, within the geck. Edited July 25, 2018 by Bottletopman Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 25, 2018 Share Posted July 25, 2018 ugh my bad, i was tired and tried to have a quick look to have a better grasp of the situation. then it looks exporting it to one of those programs is your only option. blender has less problems if you ask me, i wasnt able to export the minigun animation to nifskope without glitches. Link to comment Share on other sites More sharing options...
Mktavish Posted July 26, 2018 Share Posted July 26, 2018 There is some animations outside the folder that the animation tab in geck loads.9 for each , child , female , male ... and one labeled "hurt" mtforward , mtbackward , mtleft , mtright ... and a fast version of each. Then a ninth ... pamtforward , which I don't know what that one is. But I'm guessing the others are the basic walk/run without any weapons or combat. The folders are found under "Meshes / Characters / _male / locomotion / [the 4 folders here] " So you need to unpack the "Fallout - Meshes.bsa" But unpack it some place other than the Data folder incase you didn't know.This is what I use https://www.nexusmods.com/fallout3/mods/34And yes it still works for FNV . So once you unpack those ... look at them in blender / Nifskope just to see if they are the right ones like sjohnson89 said.Then we need to figure out how to get them into the right spot where the geck will load them from the animation tab , without screwing up your archive. Might as well unpack the whole meshes.bsa , since will probably have to do some copy paste inside it , then re package it and replace the original with it.Cuz I can't see any other way to change what the animation tab will load.Just let me know if those are the right animations , and I'll do the archive edit guinea pig testing. Sorry I never touch blender or nifskope , so I can't look to find out if they are the right ones. Link to comment Share on other sites More sharing options...
Bottletopman Posted July 26, 2018 Author Share Posted July 26, 2018 Cool, thanks guys, had 4 hours of sleep when I posted my last reply which was why I kind of went off. Seems like the GECK doesn't have any preview for idle walking anims. Will try blender/nifskope. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 26, 2018 Share Posted July 26, 2018 I would be very cautious about using older "BSA archive" tools. Each game has tended to use a new "record type" "form version" along with different record types. Using older ones causes subtle and strange results, including CTDs. (This has apparently become a major problem in SSE.) The only archive tool I currently know to work with ALL the Bethesda games is BSArch (freeware) by zilav. A command line tool for packing and unpacking Bethesda archives. The most complete support setting the correct flags across the various games. -Dubious- Link to comment Share on other sites More sharing options...
Mktavish Posted July 27, 2018 Share Posted July 27, 2018 Hmmm that would be an interesting test on this circumstance with the .kf @ dubious ... And you are mentioning towards my mention of the re-package ? Ya that side was just for personal use . And there is no need to add anything to your mod just for this ... I think ? Is just so the basic walk/run will be available in the animation tab preview. Not sure why they didn't put it in there to start.But we wouldn't be moving it , just duplicate into that folder. Therefore the game doesn't miss it.I suspect will have to rename with Z prefix to show up at end of list.I had previous problem with interrupting the vanilla list internal. So thinking just put at end of list. Link to comment Share on other sites More sharing options...
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