JimFever Posted July 29, 2020 Share Posted July 29, 2020 I m trying to convert some various animation REPLACERS ressources into brand new idle (or furnitures) objects.Example : i have a idlelaydown.hkx replacer animation but instead of using it as replacer for the vanilla marker, i d like to create a new Idle marker and link the replacer animation in it (placing it in a different folder than the replacer / default anim).Creating a duplicate of the idle marker (or furniture) is super easy, creating a duplicate of the linked nif also, but i m lost on how to define a new path / file for the animation file itself.The purpose of this is too have variants of idles and furnitures using various alternate versions that someone could place in their own creation, call it a idle or furniture library for modders so... I m able to work with the CK, SSEdit, nifskope and so on, i m more clueless on how to edit .hkx files tho.And also, is there a core limitation due to the engine to do this ? Any help and clarification much appreciated... :yes: Link to comment Share on other sites More sharing options...
cumbrianlad Posted July 29, 2020 Share Posted July 29, 2020 I don't know but in another post I was involved with recently, someone is working on a similar thing. Maybe you could team up? if you crack it, it will be an invaluable asset to many here. I wish you all the best! take a gander at the TG03MeadBarrel post. Link to comment Share on other sites More sharing options...
TyburnKetch Posted July 29, 2020 Share Posted July 29, 2020 (edited) Would this not just be a folder pathing issue? As in create a folder path that the original .hkx file uses. The originals are all boxed up in .bsa but if you create the folder structure in your data folder to match I am fairly sure the game will look there first. Just unpack the animation bsa and you will find the folder structure used. Or have I misunderstood what you are trying to do? With regards to .hkx files themselves I am yet to venture too deep into that particular bog ... Edited July 29, 2020 by TyburnKetch Link to comment Share on other sites More sharing options...
JimFever Posted July 30, 2020 Author Share Posted July 30, 2020 (edited) I don't know but in another post I was involved with recently, someone is working on a similar thing. Maybe you could team up? if you crack it, it will be an invaluable asset to many here. I wish you all the best! take a gander at the TG03MeadBarrel post.-----@cumbrianlad : thx, i ll take a look at that post asap :smile: ! -------------------------------------------- @TyburnKetch :I m trying to do exactly that, yes, the new objects involved would have different path structures than the vanilla versions (since new objects and not replacers) but i miss the knowledge or ressource to define the path of the hkx file : - I can create a new object (either an Idle marker or a piece of furniture containing an animation) in the CK and SSedit. Brand new objects IDs from copied vanilla ovjects and records but "all new".- I can edit those new objects records to use a new .nif (and not the vanilla nif). the nif path is editable easily. Most, if not all furniture type object use a nif (even idles which have no real 3D object, they use a nif, needed for them to display in the CK at least...)- I DONT KNOW how, or what (?), to edit to change which hkx file those objects use (mine, in new folders). so i dont know how to define the new path toward the anim variant. If i were able to do that last but essential step, its easy to create a plugin (esp or esm) with a bunch of ressources using valuable anims (example 5 different chair sits, 10 idles etc etc) Edited July 30, 2020 by JimFever Link to comment Share on other sites More sharing options...
TyburnKetch Posted July 30, 2020 Share Posted July 30, 2020 (edited) I believe most new .hkx files, if they are for the player, would be put in the loose section of the character behaviours. But this really is not my field. Perhaps 0_master.hkx needs looking at. But I could be wrong here. Sorry not to be able to be more helpful. If you have not already got FNIS then this would be a good place to start. Within the download I believe there is a document specifically for animation modders. Edited July 30, 2020 by TyburnKetch Link to comment Share on other sites More sharing options...
JimFever Posted July 30, 2020 Author Share Posted July 30, 2020 (edited) I believe most new .hkx files, if they are for the player, would be put in the loose section of the character behaviours. But this really is not my field. Perhaps 0_master.hkx needs looking at. But I could be wrong here. Sorry not to be able to be more helpful. If you have not already got FNIS then this would be a good place to start. Within the download I believe there is a document specifically for animation modders.0_master.hkx is refered in every objects i ve checked at some point, i guess its the root/master of any animation behaviour.the hkx i m want to "duplicate" as new objects and not replacers ones are for NPCs mostly (for idles) , some of them could be either player or NPC used (some sit replacers attached to chairs for example)Some animation mods have their own hkx files, i guess i have to create one at some point for those objects and my plugin but i dont know how. i have FNIS (using it every time i add NEW anims/mods ofc) i should check more documentation on the dev. side for it, your right. Edited July 30, 2020 by JimFever Link to comment Share on other sites More sharing options...
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