wcrfe Posted January 8, 2025 Posted January 8, 2025 (edited) Made a bunch of OAR folders to replace mt_idle.hkx for npcs, but when testing in-game the npc will play the custom idle animation for a second then stand still the whole time. Looking at OAR's animation log it looks like the mt_idle.hkx is being overwritten by a bunch of other animations like mt_idlehhdrightenter.hkx, mt_idlelookingB.hkx or mt_idle_a_sigh_var1.hkx, but adding my custom idle animations with those names doesn't fix it. Is there a way to disable these animations from playing on npcs? Or is there another workaround for this? Edited January 8, 2025 by wcrfe
savage Posted May 12, 2025 Posted May 12, 2025 Solution is to create copies of the mt_idle.hkx animation file with the same name as the original animations so that OAR can replace it. "but adding my custom idle animations with those names doesn't fix it." which from what you said here, it should've worked. maybe you had a typo or put them in the wrong folder? Currently i'm trying to fix this for my mod but the solution isn't pretty, especially if there are a lot of variants. this current solution will bloat my mod size by about x33 and may cause the animation limit to exceed. there's also the option to exclude those animations from the FNIS generation, but that would make all npcs kinda dull, and i don't know how to do that.
savage Posted July 30, 2025 Posted July 30, 2025 found a better solution to this implemented in the latest update to my mod. basically, in sseedit, these animations need to have a condition at the top that fails to run if npcs don't meet the requirement, for the overwriting esp.
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