chajapa Posted February 2, 2015 Posted February 2, 2015 ASSUMING that I get permission to use the other mod's animations, and for my example I'll call the other mod ABC... and my mod DEF and assuming the other mod is not installed/activated at the time (which is why I'd need to put the animations into MY mod) If I have the FNIS_ABC_list.txt file, and the .hkx files for the animations Can I: take a line from FNIS_ABC_list.txt that looks like this: b -h ABCThisAnimation ThisAnimation.hkx and change it to: b -h DEFThisAnimation ThisAnimation.hkx I'm reading the documentation for FNIS for Modders and it looks like I should probably also change ThisAnimation.hkx to DThisAnimation.hkx (or something) so there's no duplication of those hkx files IN CASE a user installs both mods. so... I create a meshes/actors/character/animations/DEF folder I put all of the hkx files for the animations I want to "cherry pick" from the other mod (renaming slightly?) then create my FNIS_DEF_list.txt file with the lines for the animations I've chosen, modified as described above and... that's it? I run GenerateFNISforModders and follow the instructions in the documentation and it creates the behavior folder and generates the behavior file and... that's it? This would be my first attempt at including animations and requiring GenerateFNISforUSERS for my mod. Reading the FNIS docs makes it sound pretty simple but I'm trying not to blow anything up. thanks
Guest mayaktheunholy Posted February 5, 2015 Posted February 5, 2015 Sounds like you have it right. I did this before myself (for private use, not a public mod) and it worked fine. Just be sure you have that permission before uploading it. Renaming the animations shouldn't be necessary since they will be in their own folder and associated with your mod.
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