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Animations from multiple Mods in one pack? - How?


Mister_Smythe

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Posted

The title is basically 'it' in a nutshell. There are a couple of animation mods I like (Pretty Combat being the big one here) however I'm not a great fan of the jump in it... but I am of the in XP32 New animation Package.

 

So I'm wondering this - can I just unpack both those mods, cherry pick what I like and don't, throw those files into 1 file structure setup, load that (and only that) in MO and it'll all work fine?

 

I should probably be trying this instead of asking, but there's no harm in doing both.

Posted

We're about to find out. FNIS I assume needs to be run.

 

On a side note I've noticed I have a stack of animation related files in my data folder from *somewhere*. Again I'm assuming I can just delete them right? Still have the main bsa's after all

Posted

You can and should mix and match to tailor them to your taste, and that's what FNIS is for. But  you'll find some you choose don't transition well into others so it's a trial and error thing. I spent a good year settling on my own bundle, they come from a good few mods but they work very well together. It's a lot of fun to do. 

 

If you haven't already done this put all your anims in a folder, call it My Anims or something, obviously maintain the correct subfolder structure, keep a copy on your desktop so you always have a core set backed up while you're messing with your working one.

 

 You might also consider PCEA 2, it's good for keeping things unique to your character and allows you to pick different anim sets via it's MCM. 

Posted

Grabbing it now.

 

I swear I had it all mostly how I wanted... and then something broke. Or more accurately the casting animations for the arms wouldn't work when in sneak mode. So I'm now starting all over again :)

 

Trial and Error, don't you just love it.

 

As another question what mod bundles did you guys use when pulling this all together?

Posted

Actually I just spent the better part of 9 hours trying to get PCEA to work. And I have no idea what it was doing but getting it to do anything beyond using it as-is was beyond me.

 

So now re-installing all of the animations from scratch because screw it, I want to play the game not spend days fixing it :P Just need to make it realise that the skeleton XPMSE (the style element) wants is installed.

 

==

 

So how did you guys get PCEA2 to work and recognise what was going in it? Specifically things like the Momo Dash/jump animations?

Posted

I recall PCEA 2 needs the custom anims you want to access from it's MCM to be given a numerical priority at the beginning of it's file name, and they're kept in a specific folder. I think there are 10 slots available, probably numbered 00 to 09 or something, some are already taken though they can be replaced with your own. Obviously you'll need to run FNIS, though you don't want the PCEA patch to be ticked as that's for the old mod - yeah, that's a little confusing.

 

I stopped using it as I couldn't get it to play nicely with XPMSE - I can live without the nifty in game anim assignment but I can't live without the best skeleton in town. 

 

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