Elizinator Posted March 18, 2013 Share Posted March 18, 2013 im using a number of animation mods, and mayu's animation overhaul breaks them. so in order to get my character to use the cool attack animations only, is there a way to change the animation path for a custom race? Link to comment Share on other sites More sharing options...
RGMage2 Posted March 19, 2013 Share Posted March 19, 2013 (edited) If you duplicate the _male folder that contains the skeleton and all the animations (Bethesda Softworks\Oblivion\Data\meshes\characters\_male) giving it a name like _maleYourRaceName and add the custom animations to this new folder, you can then use OBSE command SetSkeletonPath to the new folder so player will use animations from new folder. I've done this with an OnEquip script on a weapon and it does work, and I would guess you could also set up a quest with a new script that would do the same. Edit: keep in mind that I don't know anything about mayu's animation overhaul and how it works. If it has any special scripting then you would have to figure out how to adapt it. Edited March 19, 2013 by RGMage2 Link to comment Share on other sites More sharing options...
Elizinator Posted March 20, 2013 Author Share Posted March 20, 2013 actually i turned MAO off because of the problems it produced, namely changing ALL default races to another folder, and leaving only the player to use the default one. this has the advantage of working whichever race you play, but the disadvantage of wrecking any mod which requires the NPCs to use the defaault folder for new animations. thanks for the advice, however i havent the skill to implement it. scripts are beyond me. wouldnt know where to start T_T Link to comment Share on other sites More sharing options...
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