NotGodOKay Posted January 18 Posted January 18 Is the animations for players and NPCs selected where the used skeleton is? I was wondering because I worked on creature mods and found that the whole folder with animations and models gets used when selecting one creature skeleton in the same folder. Is it the same for human/elf/beast character models?
fejeena Posted January 19 Posted January 19 (edited) creature skeletons are in the creatures folders. But there can be more than one skeleton. In Vanilla, there was only one skeleton for each creature, but mods can add more. Creatures: Meshes\creatures\"folder with creature name" e,g. meshes\creatures\dog\skeleton.nif and the animations the kf files meshes\creatures\skeleton\skeleton.nif meshes\creatures\horse\skeleton.nif and the animations in meshes\creatures\horse\idleanims folder are animations that horse and player use ( horseMount.kf, horseDismount.kf, idle.kf, ... ) And the horse sex animations are in meshes\creatures\horse\idleanims\ani2 folder. The same applies to other creatures. In ...\idleanims\ani2 are the sex animations. Example for 2 skeletons: meshes\creatures\Xivilai\ there is the skeleton nif for the Xivilai and the mod skeleton xBitchWWWerewolfLbrown.nif for werewolves ( and other werewolf skeletons) werewolves use xivilai animation and a few own animations, like xBitchWWFastForward.kf -------------------Player and NPCs -------------------------------------- All humans . Humans, Elves, Khajiit, Argonians, .... meshes\characters\_male\skeleton.nif, skletonsBeast.nif , skeletonseSheogorath.nif (vanilla or Mod skeletons) And all the standard animations like walk, run, swim, fight, cast spells, jump,... meshescharacter\_1stPerson one skeleton.nif for first person view. Meshes\characters\_male\specialanims for special anims that only some NPCs or player use . e.g. sex walk animation that only females use. meshes\charaters\_male\idleanims animations that NPC use with "use item" Ai Packages. e.g. dance, sweep, brew a potion, juggle, ... meshes\characters\_male\idleanims\ani2 the sex animations. human-human (number 1 to 200 ) and human half of the creatures animations ( above number 200 ) Each sex animation consists of 8 kf files. 4 Def and 4 Off kf files. (Defensive Offensive) The creatures Off files are in the creatures ani2 folder. A few creatures have Def files = the player or NPC can fuck the creature. And every sex animation requires an ini file. In Data\ini folder. All human-human and creatures-human ) Mods overwrite the vanilla skeletons in meshes\characters\_male\ folde. ( skeleton.nif, skletonsBeast.nif , skeletonseSheogorath.nif ) Some even the skeleton in ... \_1stPerson folder. BBB (bouncig boobs) , high heels, some flying races, LAPF/Lovers all add new bones (breast, penis, foot, wings ) And there are skeletons in which all these new bones are combined. e.g. the LAPF skeleton. Only with the LAPF skeletons the sexanimations works right, it's the only skeleton with penis and butt bones. Be careful never to overwrite it when using LAPF. ( with BBB armor/clothes Mods, Race Mods, a few animation Mods, ... ) Edited January 19 by fejeena
NotGodOKay Posted January 19 Author Posted January 19 I just wanted to know if I could use another skeleton from another folder with new animations. If it was possible using assets elsewhere rather than in _male so I can have different animations for different body types. Just like how all the creatures have separate folders with their own resources.
tda4 Posted January 19 Posted January 19 3 hours ago, NotGodOKay said: Я просто хотел узнать, могу ли я использовать другой скелет из другой папки с новыми анимациями. Возможно ли использовать ресурсы в другом месте, а не в папке _male, чтобы у меня были разные анимации для разных типов телосложения? Как у всех существ есть отдельные папки со своими ресурсами. By standard means - no. But they can be called by scripts if they are written separately (there are new branches of special animations), for example, for couple animations. All default animations (idle, running, etc.) are not allowed.
fejeena Posted January 19 Posted January 19 (edited) With blockhead ( an OBSE plugin ) player and every NPC can use different animations. (Similarly, bodies, head, eyes, teeth and textures can be added individually to each NPC) You can add animations by race or gender or a specific NPC. e.g. all Orcs can use other animations or all female elfs use sex walk animations or more feminine, more graceful. A asian race can use different combat animations. You don't need new skeletons. But if you want to use new skeletons you add them in the _male folder with other names. You don't need new skeletons for the animations in the Specialanims folder either; you add the animations to the NPC and he/she will use these animations instead of the ones in the _male folder. You can replace idle, walk, run, jump, sneak, .... animations. Animations used by Blockhead (without a script) also go into the Specialanims folder. By using specific names, an animation can then be used only by a specific NPC, a entire race, or gender. You can replace every animation that is in the _male folder with animations in Specialanims folder. I have NPCs which, through Blockhead, jump, crawl and stand (idle) like frogs. And they use the normal skeleton. I have 2 NPCs that use a skeleton in the _male folder with name SkeletonxBitchWWWerewolf.nif It a human skeleton, but the Mod LoversBitch recognizes the NPCs as dogs. They don't use dog animation, only the LoversBitch "in heat" script. If the player is in heat and gets close to the 2 NPCs, they will run up to the player and have sex with her without asking. You determine which skeleton an NPC use in the base NPC. Not in the race. In vanilla all argonian and khajiit NPCs have the skletonsBeast.nif , In vanilla the skletonsBeast.nif have a tail and the skletons.nif has none. Mod Skeletons are usually both the same ( skletonsBeast.nif and skletons.nif ) Edited January 19 by fejeena
NotGodOKay Posted January 22 Author Posted January 22 Ah then thank you fejeena! I guess blockhead works with custom animations as I read it? I'll give it a try with my own models. Also I've had issues with hyper females having their tits in the way for the player in first person. Does Blockhead fix this too when making custom animations?
fejeena Posted January 23 Posted January 23 Blockhead has no animation, it is just a OBSE plugin, one dll file and a ini You can use any animations you want. You can use animation for female without BBB if you have females with very small tits and don't want to have bouncing boobs. There are over 10 sexy walk animation you can use for different races or specific NPCs or the player. There are Mods with asian combat animations. You can use Lovers Masturbation kf files for the Idle ani (normally standing = idle.kf). ! Then you have to change the name of the NiControllerSequence to Idle in the KF file using NifSkope. So, a woman always rubs herself between her legs when she's standing normally and doing nothing (without a weapon in her hand. Then it would be, for example, the OnHandIdle) etc To use the animations ( the kf files) you have to rename the files. e.g. a jump ani for an NPC from the Mod DibellasWatch. Kf file in the folder Meshes\characters\_male\specialanims jumpland_BLKD_PERNPC_DibellasWatch.esm_000998DC.kf Spoiler I'm using some walk, run, idle, and jump animations for two NPCs hopping at a pond. The two are looking up at the player because they never stand normally. jumpland_BLKD_PERNPC_DibellasWatch.esm_000998DC.kf : Jumpland is the animation it will "overwrite" ( the NPC will not use the on in _male folder ) PER NPC = only for the one NPC . The NPC is in the DibellasWatch.esm. The number is the NPC base ID. That's all, Blockhead will "add it" to the NPC. No esp, settings, no changes in the Mod esm/esp. Or the player. Base ID in the Oblivion esm, and a alternative cast self animation. castself_BLKD_PERNPC_Oblivion.esm_00000007 with WalkForward_BLKD_PERRACE_Nord_F.kf ( Per Race, Nord F = feamle) you can give all female Nord a walk forward ani (perhaps more masculine) You have to use the race name ! not the race ID. So you have to use the english, german, spanish name. ---------------- Blockhead does not fix first person tits. It is a camera and first person skeleton problem. Do you use very large tits? I use H cup (see my signatur pic ) I see my player tits when I look down But when I look straight ahead, I can't see the breasts. I use the LAPF first person skeleton, but I don't use a camera plugin.
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