SkiaMK Posted December 9, 2019 Share Posted December 9, 2019 Anyone know how the game knows which AnimObject_____.nif to call when you enter the mining animation? I've made a custom pickaxe model as part of a large mod I am doing and I would really prefer to have the game call that AnimObject only when the player gets the pickaxe in their inventory since the one in the quest us a unique Dwemer pickaxe from the first era and not something that should be seen as the model anytime anyone is using a pickaxe. There has to be a way to do it... I mean, FFS, the game knows to use a difference nif when you have the ancient nord pickaxe in your inventory after all. Link to comment Share on other sites More sharing options...
thumbincubation Posted December 10, 2019 Share Posted December 10, 2019 I went into CK and tried to figure this out, and I can't either. I did manage to make a pickaxe shovel, though. Link to comment Share on other sites More sharing options...
SkiaMK Posted December 11, 2019 Author Share Posted December 11, 2019 Yea, I've spent hours poking around CK looking for the link. It just doesn't make sense... I think I know where all the pieces are; I just don't see how they talk to each other... Namely, I don't see for example, how the games knows to call up "dlc02animobjectpickaxewall.nif" instead of "animobjectpickaxe.nif" if you have the Ancient Nordic Pickaxe in your inventory when you start mining... Without that key piece of information all one can do is replace one or both of those nifs with an Animobject nif file of their custom model... But of course if you do that then you have any NPC using a pickaxe also using that model in the animation; not ideal, especially when you're adding a unique pickaxe to the game. Link to comment Share on other sites More sharing options...
thumbincubation Posted December 12, 2019 Share Posted December 12, 2019 Yep. I ran into the same problem. I read this and was like "I think I know this." Got into CK and...I didn't know this. Link to comment Share on other sites More sharing options...
SkiaMK Posted December 12, 2019 Author Share Posted December 12, 2019 (edited) Yep. I ran into the same problem. I read this and was like "I think I know this." Got into CK and...I didn't know this. Thanks for looking... I will probably beat my head on the wall over it a bit more at some point but for now I am moving on with other aspects of the mod... Still have one more dungeon to design and I need to get scripts written for the people doing voice acting for me. Also, the mod will be adding a new type of crafting material, "Tainted Aetherium" to the game and I still need to decide how many other items I want to make models for and setup the ability to craft them. Edit: If push comes to shove then I will create a patch for the mod that if the user chooses to install it will replace the pick in the mining animation when using Ancient Nordic Pickaxe with my model from my mod so that users can install the patch once they have completed that part of my quest so that they start seeing the new pickaxe in animations. Edited December 12, 2019 by SkiaMK Link to comment Share on other sites More sharing options...
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