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SPECIAL ANIMS!


Mailamea

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Posted

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

 

Posted

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

Posted

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

 

 

Posted

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

 

 

 

 

 

 

 

Posted

mastercchris i see your from philippines, am i right? hehehehhe.

 

oh 1 more thing "yourspecialanim.kf" do i remove the quotations?

 

Thanks again

Posted

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

Posted

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

Posted

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

Posted

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

Posted

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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