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Follower (or race) specific combat animations


ShenGo

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Posted

Hello again, o helpful community. :) I have yet another thing I (well, a friend of mine) needs help with. She's not registered at LL, but since the character preset and race I use are HER creations, I'm happy to ask here for her. Its the least I can do after the things she lets me do to her lovely race and preset, lol.

 

She's making a follower that's basically human (he has his own race, and a RaceMenu preset/FaceGen, humanoid skeleton, SOS friendly, can wear armor (though it wouldn't look right on him), etc), but she wants him to specialize in unarmed, beast-like combat (and preferably nothing else), so she wants him to use the claw animations from here, if possible: https://www.nexusmods.com/skyrim/mods/71340/ but WITHOUT all unarmed NPCs using them too.

 

I've heard of people making followers that use their own animations... Is it difficult to do?? She doesn't care what other animations he uses, like walk/sprint, idle, sneak, etc. She only wants unarmed combat to be unique, and we noticed that each race has a section where it looks like combat animations can be specified; but we're not sure this can be done that way?

 

Is this difficult to do? Or even possible? Any help would be appreciated!

Posted

Update: She found this: http://gomapudding.x.fc2.com/index.html#tool and tried to use it for her race, but the tool threw an error when she ran it, and the ReadMe seems to specify troubleshooting for when the animations don't work, but NOT for when a behavior file was never even generated. The log, said, simply:

 

Traceback (most recent call last):
  File "AddAnimData.py", line 874, in <module>
NameError: name 'hkxname' is not defined

 

She ran it through Mod Organizer... Does anyone have any experience with this tool and know what that means??

 

Edit: Okay, apparently, she got that error whether she ran it through MO, or (as the ReadMe suggested) closed all applications including MO, and ran it by itself (after copying her animation files to the Skyrim Data folder).

Posted
6 hours ago, ShenGo said:

Update: She found this: http://gomapudding.x.fc2.com/index.html#tool and tried to use it for her race, but the tool threw an error when she ran it, and the ReadMe seems to specify troubleshooting for when the animations don't work, but NOT for when a behavior file was never even generated. The log, said, simply:

 

Traceback (most recent call last):
  File "AddAnimData.py", line 874, in <module>
NameError: name 'hkxname' is not defined

 

She ran it through Mod Organizer... Does anyone have any experience with this tool and know what that means??

 

Edit: Okay, apparently, she got that error whether she ran it through MO, or (as the ReadMe suggested) closed all applications including MO, and ran it by itself (after copying her animation files to the Skyrim Data folder).

Edit 2: Being unable to get the above tool to work, she says she tried converting a behavior file to XML, editing it to point to renamed combat animations, while leaving the default animations intact. Converted it back to hkx, renamed it to a unique name, pointed the race to the behavior file, ran FNIS: T-Pose. If she changes to any other race, they're not in T-Pose.

 

The tutorial for the tool listed above SEEMS to indicate all that's needed to give a race custom animations is to have a viable behavior file, and point the race to it in the CK. So how can she make a behavior file for this race?

 

 

Edit 3: To make sure all our bases were covered, I decided to try this follower:

and generate a behavior file from HER .lis file and meshes folder pasted into my Skyrim directory. NOTHING else from that mod was installed, yet the Add Anim Data tool worked fine. No errors thrown. I crossed referenced my friend's .lis file with the .lis file from this mod and the structure is IDENTICAL. There is no reason for her .lis file to throw errors that I can see, yet when I run it on my computer, I get the same illegible error she does, even though the structurally identical .lis from the above linked mod works fine. I'm starting to get as frustrated with this as she is...

Posted

I guess I'm bumping this one more time: We finally got the aforementioned tool to create the behavior file, but for some reason, the basic h2h combat animations (idle, attack left, and attack right) are T-Posed. Running FNIS results in either 100% T-Pose of the custom race, or using the standing idle for ALL animations, so he won't attack or anything, and when he runs or jumps, he just glides along in his standing position. We converted it to XML to have a look at its guts, and for some reason, it included all the custom animations named properly (vanilla name with a 'beast_' prefix), PLUS added three more files (idle and left/right attack) with the suffix 'beast' (no underscore). Those three files don't EXIST and aren't in the .lis file, so I don't know where it found them or why it added them, and even trying to throw an extra of those three files and name them as the orphaned animations are named in the behavior file STILL resulted in T-Pose when using those three animations. I don't understand why the behavior file worked fine for ALL animations except those three...

 

ANY help, with the tool, or even just doing this from scratch, would be greatly appreciated!!

Posted
On 12/7/2019 at 8:14 PM, ShenGo said:

I guess I'm bumping this one more time: We finally got the aforementioned tool to create the behavior file, but for some reason, the basic h2h combat animations (idle, attack left, and attack right) are T-Posed. Running FNIS results in either 100% T-Pose of the custom race, or using the standing idle for ALL animations, so he won't attack or anything, and when he runs or jumps, he just glides along in his standing position. We converted it to XML to have a look at its guts, and for some reason, it included all the custom animations named properly (vanilla name with a 'beast_' prefix), PLUS added three more files (idle and left/right attack) with the suffix 'beast' (no underscore). Those three files don't EXIST and aren't in the .lis file, so I don't know where it found them or why it added them, and even trying to throw an extra of those three files and name them as the orphaned animations are named in the behavior file STILL resulted in T-Pose when using those three animations. I don't understand why the behavior file worked fine for ALL animations except those three...

 

ANY help, with the tool, or even just doing this from scratch, would be greatly appreciated!!

I am the author of Lintra. Try contacting Gomma Pudding if you have problems with his tool. He is a nice and helpfull person

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