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how to add new animations without replace old one?


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Posted

right now I am digging and switching between some animations for xlovers, but creatrues animations are always limited as 1 or 2 kinds.

 

so I want to keep the old one but also add the new animations, is there a simple way to do it? like giving kf and ini files differnet names, or I must go deeper, change other thing?

 

thx for any helps

Posted

I'm not sure but I think you'd have to rename the anims you want to add so that they don't overwrite the old ones.

Correct me if I'm wrong though.

Posted

right now I am digging and switching between some animations for xlovers' date=' but creatrues animations are always limited as 1 or 2 kinds.

 

so I want to keep the old one but also add the new animations, is there a simple way to do it? like giving kf and ini files differnet names, or I must go deeper, change other thing?

 

thx for any helps

[/quote']

 

the animations that are used in lovers are controlled or by the idleanimationsPriority.esp.

 

all animations are done in groups of 4

 

ONLY EXAMPLE:

 

defence:

def1101x00

def1101x01

def1101x02

def1101x03

Offence

Off1101x00

Off1101x01

Off1101x02

Off1101x03

 

Rather than mess that up you might create your own idle animation.esp, which would have to be installed above or below this, utilizing numbers that were not used in the main animationpriority.esp.

 

Donkey has tweaked, and added to these a lot, and has much better experience messing with them than me.

 

But I would think making your own Idle animation priority esp would be better than trying to re write the original,

 

if you did decide it was easier to over write the original,[hopefully using numbers that were not yet asigned] then you should at the very least, Place in the information section of the ESP a version number author, and what you did to make it special. and a date as to when you did this.

 

This will help you and others that Might try your updated Idle animation priority ESP.

 

You will find that much trial and error may be involved in this, but it is not that hard to do, just takes a little planing.

 

 

Posted

right now I am digging and switching between some animations for xlovers' date=' but creatrues animations are always limited as 1 or 2 kinds.

 

so I want to keep the old one but also add the new animations, is there a simple way to do it? like giving kf and ini files differnet names, or I must go deeper, change other thing?

 

thx for any helps

[/quote']

 

the animations that are used in lovers are controlled or by the idleanimationsPriority.esp.

 

all animations are done in groups of 4

 

ONLY EXAMPLE:

 

defence:

def1101x00

def1101x01

def1101x02

def1101x03

Offence

Off1101x00

Off1101x01

Off1101x02

Off1101x03

 

Rather than mess that up you might create your own idle animation.esp, which would have to be installed above or below this, utilizing numbers that were not used in the main animationpriority.esp.

 

Donkey has tweaked, and added to these a lot, and has much better experience messing with them than me.

 

But I would think making your own Idle animation priority esp would be better than trying to re write the original,

 

if you did decide it was easier to over write the original,[hopefully using numbers that were not yet asigned] then you should at the very least, Place in the information section of the ESP a version number author, and what you did to make it special. and a date as to when you did this.

 

This will help you and others that Might try your updated Idle animation priority ESP.

 

You will find that much trial and error may be involved in this, but it is not that hard to do, just takes a little planing.

 

 

 

Thx for that info, that's what I am looking for.

 

I am not afraid of trial and error, in fact I find it's more fun to mess with mods rather than just try a mod.

 

so u were saying I need also update the Idle animation priority ESP, I will try looking into that.

 

Posted

well, I have a problem, when I add those kf in CS, save and it just CTD, I don't which I done wrong.

 

 

I am trying to add a new set of animations for dog, I set my animations as set 303(as it has already used at 302), everytime I got CTD in CS......

Posted

well' date=' I have a problem, when I add those kf in CS, save and it just CTD, I don't which I done wrong.

 

 

I am trying to add a new set of animations for dog, I set my animations as set 303(as it has already used at 302), everytime I got CTD in CS......

[/quote']

 

I don't have time to make a full walktrue so most of it will be up to you to figure out. But there are 2 things you can do to prevent overriding. the first one is the easiest:

 

Check the structure you currently have in your oblivion\data\meshes\_male\ani2 and oblivion\data\ini

 

You will notice the number like 01 02 03 etc.. you can currently use up to 200 and just rename the animation and ini to number who is not active yet. and your set.

 

 

The other one is more work, since you need to open LoversIdleAnimsPriority.esp

 

and change it in there. If you are not able to save that means that you have not loadded tes with obse you need obse in order to save the script. or you won't be able to save and it will even crash.

 

 

Posted

well' date=' I have a problem, when I add those kf in CS, save and it just CTD, I don't which I done wrong.

 

 

I am trying to add a new set of animations for dog, I set my animations as set 303(as it has already used at 302), everytime I got CTD in CS......

[/quote']

 

I don't have time to make a full walktrue so most of it will be up to you to figure out. But there are 2 things you can do to prevent overriding. the first one is the easiest:

 

Check the structure you currently have in your oblivion\data\meshes\_male\ani2 and oblivion\data\ini

 

You will notice the number like 01 02 03 etc.. you can currently use up to 200 and just rename the animation and ini to number who is not active yet. and your set.

 

 

The other one is more work, since you need to open LoversIdleAnimsPriority.esp

 

and change it in there. If you are not able to save that means that you have not loadded tes with obse you need obse in order to save the script. or you won't be able to save and it will even crash.

 

 

my kf and ini is up to 303, max is 400, so I started as 350, add them in TESCS.

 

I lanuch my TESCS in Wrye Bash, should be load with obse, I edited some xlover script before, never had problem, and this one, I mostly just copy the same script and lines, I don't know where I did wrong....

 

  • 1 year later...
Posted

I would also like to know this' date=' as I cannot add the new animations in the Deadra Sutra..

[/quote']

 

Specifics. Can't begin to help you without specifics.

 

1. What animation are you trying to add?

2. what process have you done (copied what to what and what are the file paths?

3. Is it a human animation (1-200) or a creature (201 and up)?

4. Why don't you think it worked? Is it not showing up when you cycle animations (1-200 range) or isn't showing up with the creature.

5. What plugins have you installed and in what order? Resource pack, base pack, Lovers Creatures, New and Improved Animations by Donkey.

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