Mailamea Posted February 9, 2012 Posted February 9, 2012 So i just found out that power attacks on special anims directory doesnt work even if i add them all. Are there any more ways to add custom animations only the PC would use? Thanks oh the problem is mod that use specialanims doesnt play the power attacks because oblivion chooses power attacks from vanilla instead. Adding my custom power attacks in specialanim.esp doesnt work. But when i put it on my _male folder it plays. Thanks again
ZaZ Posted February 9, 2012 Posted February 9, 2012 So i just found out that power attacks on special anims directory doesnt work even if i add them all. Are there any more ways to add custom animations only the PC would use? Thanks oh the problem is mod that use specialanims doesnt play the power attacks because oblivion chooses power attacks from vanilla instead. Adding my custom power attacks in specialanim.esp doesnt work. But when i put it on my _male folder it plays. Thanks again U can use atoken to Call Specialanims or a spell to call Specialanims Eg This script doesnt go anywhere Scn Specialattackscript short mode Begin function { mode } Player.ToggleSpecialAnim "Yourspecialattack.kf" mode ;U can add more Player.Update3D End This script goes on a or amulet or ring or any object Scn yourobjectScript short mode Begin OnEquip { mode } Call Specialattackscript 1 End Begin OnUnequip { mode } Call Specialattackscript 0 End Cheers
Mailamea Posted February 10, 2012 Author Posted February 10, 2012 So i just found out that power attacks on special anims directory doesnt work even if i add them all. Are there any more ways to add custom animations only the PC would use? Thanks oh the problem is mod that use specialanims doesnt play the power attacks because oblivion chooses power attacks from vanilla instead. Adding my custom power attacks in specialanim.esp doesnt work. But when i put it on my _male folder it plays. Thanks again U can use atoken to Call Specialanims or a spell to call Specialanims Eg This script doesnt go anywhere Scn Specialattackscript short mode Begin function { mode } Player.ToggleSpecialAnim "Yourspecialattack.kf" mode ;U can add more Player.Update3D End This script goes on a or amulet or ring or any object Scn yourobjectScript short mode Begin OnEquip { mode } Call Specialattackscript 1 End Begin OnUnequip { mode } Call Specialattackscript 0 End Cheers Thanks, can you tell me detail by detail on how to do it? Ok so i duplicate my amulet that i want. Create a script. Then select the special effect of the amulet using the script that i created? Thanks again
ZaZ Posted February 10, 2012 Posted February 10, 2012 Hmm , THIS IS FOR """""""" OBLIVION """"""""" Only 1.First Make Sure Your .kf File has the right Value ( Im assuming this Already Done ) Put the File In your specialanim Folder \Oblivion\Data\Meshes\Characters\_male\specialanims 2. Open the CS Create this Script and save it ( Replace your .kf name as appropriate) This Script is a Standalone Script You Do not need to attach it anywhere Scn Specialattackscript short mode Begin function { mode } Player.ToggleSpecialAnim "Yourspecialattack.kf" mode ;U can add more Player.Update3D End 3.In the Cs Duplicate an amulet , ring , clothes or even Weapon which u wanna use (I haven't tested on weapons I think they shud work ) U can Use Any Custom Object That Can Be equipped in General Create this Script Scn yourobjectScript short mode Begin OnEquip { mode } Call Specialattackscript 1 End Begin OnUnequip { mode } Call Specialattackscript 0 End This Script needs to be attached to your object or weapon or amulet or ring or weapon or shirt etc eg 4. Place the Item In game , while Playing equip it should toggle the animation you want Cheers & walang anuman
Mailamea Posted February 10, 2012 Author Posted February 10, 2012 mastercchris i see your from philippines, am i right? hehehehhe. oh 1 more thing "yourspecialanim.kf" do i remove the quotations? Thanks again
ZaZ Posted February 10, 2012 Posted February 10, 2012 mastercchris i see your from philippines' date=' am i right? hehehehhe. oh 1 more thing "yourspecialanim.kf" do i remove the quotations? Thanks again [/quote'] The quotations need to be there Im not from Phils but I have alot of colleagues from there Cheers
Mailamea Posted February 10, 2012 Author Posted February 10, 2012 oh thats why well bad news it doesnt work no crashes and i can wear the amulet, ive also attached the script. But the animations doesnt change when i wear it. EDIT: oh i used animations in my specialanims folder
ZaZ Posted February 10, 2012 Posted February 10, 2012 oh thats why well bad news it doesnt work no crashes and i can wear the amulet' date=' ive also attached the script. But the animations doesnt change when i wear it. EDIT: oh i used animations in my specialanims folder [/quote'] post the .kf file ill check it out
Mailamea Posted February 10, 2012 Author Posted February 10, 2012 ill post it sometime later, i need to do something
Mailamea Posted February 11, 2012 Author Posted February 11, 2012 mastercchris, th .kf files are all the animations of DMC Stylish, ill try to post them later. Anyway here is the LINK if you want to check it yourself. http://tes.nexusmods.com/downloads/file.php?id=16459 Oh i got it to work, but powerattacks really dont work with it. Even when using a specialanimmod.esp Thanks
ZaZ Posted February 12, 2012 Posted February 12, 2012 Hmm I Did Have A go at the DMC Animations , Its Not Possible to Do it This Way , SpecialAnims Folder is only for movement anims I thought it was possible because I had a Mod with attack animations in my special anims folder Turns Out it was scripted and would play only when called There isn't a concrete way to go About this Mayus Animation over haul has attack animations for player only it seems he has created a duplicate of all the vanilla animations and preassigned them to the races in the construction set Hence it works Cheers
Mailamea Posted February 12, 2012 Author Posted February 12, 2012 Rofl i have predicted what you were about to suggest, before i read this i just installed it lol. Problem with mao is if you use FCOM or any new mods that add new npc or race you will have to add it to Mayu. Well thats better than nothing. Thanks very much.
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