Celestros Posted June 26, 2012 Share Posted June 26, 2012 (edited) So, I've been trying my hardest to understand how kill cam animations are tied to weapons, in an attempt to get a spear to use battleaxe default animations but greatsword kill cams. Example: the forward thrust, the overhead swipe, ect. The problem is, I can't seem to find where those values are specified; how they are tied to either the battleaxe or greatsword class of weapons. I know in the weapons menu, both the animation and the kill cams are specified together under anim type, so I was looking for references to TwoHandAxe and TwoHandSword elsewhere; to find where normal and killcam animations are linked; but I couldn't find any. Gameplay -> Animations and Gamplay -> Camera Paths also didn't yield any clues as to where the connection between animations is made. If anyone has any advice or ideas, I'd love to hear em. Even better, if someone already solved the issue. :P Edited June 26, 2012 by Celestros Link to comment Share on other sites More sharing options...
pauderek Posted June 26, 2012 Share Posted June 26, 2012 killmoves are specified in Gameplay > Animations > Actors/Character/Behaviours/0_Master.hkx > ActionRightAttack (and ActionRightPowerAttack for power atttacks) > KillmoveFrontSideRoot (and KillmoveBackSideRoot) > KillmoveShortRoot.Yes, you have to navigate trhought a lot of branches but it's easier than it sounds.In KillmoveShortRoot you have the different animations for the different weapons, they are specified by the conditional GetEquippedItemType: http://www.creationkit.com/GetEquippedItemType_-_Actor Unfortunately what you are trying to do is quite complicated, you want to add specific killmoves for a specific weapon (not weapon type). To do so you have to create new killmoves that use the conditional GetEquipped and select your weapon to make those killmoves only happen if you have that weapon equipped, but the vanilla killmoves that use the GetEquippedItemType == 6 (Two-handed axe/mace) conditional will also be used on that weapon. To prevent that from happening you'll have to modify all the killmoves for Two-handed axes/maces and add a conditional to check if you don't have your spear equipped. As you can see it's a lot of work, and modifying the vanilla killmoves will cause conflicts with other killmoves mods.Good luck with that! Link to comment Share on other sites More sharing options...
Celestros Posted June 26, 2012 Author Share Posted June 26, 2012 Thanks! I'll probably spend the next few nights playing around with it. Honestly I would have been happy just changing all battleaxes to use the greatsword kill moves, but if I can get this to work it'll be a better solution. Link to comment Share on other sites More sharing options...
Celestros Posted June 26, 2012 Author Share Posted June 26, 2012 (edited) Did I say days? I think I figured it out in 2 hours. Sadly the Creation Kit just crashed, so I'll have to redo everything. I'll know in 30 min tops. Worked like a charm. Keywords are super convenient aren't they? Just added a single line to each of the battleaxe and greatsword conditions and tada, instant spear. Not perfect; a spear would also have a "jabbing" animation instead of a slashing default attack, but I'll take it. :happy: Edited June 27, 2012 by Celestros Link to comment Share on other sites More sharing options...
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