GamerSince1992 Posted February 8, 2019 Author Share Posted February 8, 2019 (edited) I already have this one ... try it long ago for another mod and it didn't work ... Edited February 8, 2019 by GamerSince1992 Link to comment Share on other sites More sharing options...
GamerSince1992 Posted February 15, 2019 Author Share Posted February 15, 2019 Still waiting for solution ... Link to comment Share on other sites More sharing options...
Striker879 Posted February 15, 2019 Share Posted February 15, 2019 (edited) So Blockhead didn't work? - Edit - My bad ... I just read back through the thread and saw your edit that says it didn't work. When I posted the original directions I made an error with the file name. It should be ... Data\Meshes\Characters\_male\SpecialAnims\Idle_BLKD_PERNPC_Oblivion.esm_00000007.kf ... and I screwed up and put a backslash where there was supposed to be an underscore ( _ ). The file names used for Blockhead animation overrides are very long and it is possible (especially if you installed the game in Program Files) for the entire path for some animations that have long vanilla file names to be over the character limit for Windows (255 characters long). That won't be an issue for Idle.kf as it has a short file name. Files like HandToHandFastForward.kf or OneHandFastForward.kf is where you can run into the length of the file name issue. Edited February 16, 2019 by Striker879 Link to comment Share on other sites More sharing options...
GamerSince1992 Posted February 16, 2019 Author Share Posted February 16, 2019 But before .. you put an underscore and after that a backslash that make me confuse ... anyway my game is not installed in program files ... does that mean I still need to put this long name? ... Link to comment Share on other sites More sharing options...
Striker879 Posted February 16, 2019 Share Posted February 16, 2019 Yes ... the file name in my edit above is now correct. I only mentioned the long file name situation as information in case you were installed in Program Files. No matter where you have the game installed you will need to use that file name for Blockhead animation overrides to work (which is also why it didn't work when I made that mistake with the file name before). Link to comment Share on other sites More sharing options...
GamerSince1992 Posted February 16, 2019 Author Share Posted February 16, 2019 Hmmm...I don't know I still get the default Idle... Are you sure this is the right one?... Link to comment Share on other sites More sharing options...
Striker879 Posted February 16, 2019 Share Posted February 16, 2019 You renamed a copy of SeductiveIdleB.kf to Idle_BLKD_PERNPC_Oblivion.esm_00000007.kf and that renamed file is located in Data\Meshes\Characters\_male\SpecialAnims\ ... correct. As I indicated back in the beginning, I don`t know what the criteria are that the game uses to decide when to play an idle, and which idle to play. I know that using Blockhead`s animation overrides works reliably to change an individual NPCs walk or combat animations, but I think the game treats idles as a whole `nother thing altogether. Link to comment Share on other sites More sharing options...
GamerSince1992 Posted February 16, 2019 Author Share Posted February 16, 2019 Yeah I done that... But I want this animation for my character not for NPC ... Link to comment Share on other sites More sharing options...
Striker879 Posted February 16, 2019 Share Posted February 16, 2019 (edited) The 00000007 part of the formID is the player. If you wanted to apply it to another NPC you'd need to get their formID first (either from the UESP Wiki or Construction Set for vanilla NPCs or from the CS for mod added NPCs). Edited February 16, 2019 by Striker879 Link to comment Share on other sites More sharing options...
GamerSince1992 Posted February 17, 2019 Author Share Posted February 17, 2019 Then why it's not working? .... I done exactly what you said .... Link to comment Share on other sites More sharing options...
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