Ashingda Posted May 11, 2020 Share Posted May 11, 2020 I'm trying to get my paired animation mod to work and I've been following FNIS documentation. I got my dialog to trigger pa_Huga however I can't seem to get my custom animation to work via FNIS. As a placeholder I'm also using the vanilla pa_Huga as my custom animation and just renamed it to pa_Hugb for my mod. When I call the idle for the pa_Huga it works fine but when using pa_Hugb it does nothing. I think my problem is I didn't do this step in the CK properly, so my question is how do we define a LOOSE Idle Object correctly in the ck? Currently I did a Gameplay>>Animations then within Actors\Character\Behaviors\0_Master.hkx I inserted a child into LOOSE then renamed it and set the Anim Event to pa_Hugb. Link to comment
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