fejeena Posted September 21, 2016 Posted September 21, 2016 !! Remember, numbers 1 to 200 are human-human animations. Do not use numbers above 200. That are creatures-human animations. If you ever want to install new creatures animations. You must overwrite existing animations ( most creatures have no free/empty animation numbers) Installation nearly the same: ini in the data\ini folder The 4 human kf files ( the ..._DefMotion... files) in the data\meshes\charcters\_male\idleanims\ani2 folder. The 4 creatures kf files ( the ..._OffMotion... files) in the data\meshes\creatures\ folder, in each creatures folder is a ani2 folder ( e.g. data\meshes\creatures\horse\IdleAnims\ani2 )
D_ManXX2 Posted January 10, 2017 Author Posted January 10, 2017 Wanted to bump what i am currently working on for oblivion this will soon be released: Faster speed: The good part of the animation it will work for both genders like m/f f/m m/m f/f . 02 doggy style replacer: Doggy Style_001_Animations.7z
TDA Posted January 13, 2017 Posted January 13, 2017 Wanted to bump what i am currently working on for oblivion this will soon be released: 1.gif2.gif3.gif4.gif5.gif6.gif7.gif Faster speed:8.gif The good part of the animation it will work for both genders like m/f f/m m/m f/f . 1.gif 02 doggy style replacer: Doggy Style_001_Animations.7z nice movements for active character
D_ManXX2 Posted January 13, 2017 Author Posted January 13, 2017 Thanks i think it is easier to animate the active side then the receiver side. maybe it is the bounce effect you simulate that looks like that with the mesh: 1
D_ManXX2 Posted January 14, 2017 Author Posted January 14, 2017 Here is a new cow girl replacer for animation nr 1: D_ManXX2_01 Replacer_Cow Girl_Animation Files.7z Hope you like it:
TDA Posted January 14, 2017 Posted January 14, 2017 Here is a new cow girl replacer for animation nr 1: 1.gif D_ManXX2_01 Replacer_Cow Girl_Animation Files.7z Hope you like it: FemDom...Nice. I looked in the editor, it seems there is a delay of 1-2 frame at the end. Does these delays in the game?
D_ManXX2 Posted January 14, 2017 Author Posted January 14, 2017 Not as far as i tested in game. havent seen any delay.
D_ManXX2 Posted January 18, 2017 Author Posted January 18, 2017 With a bit of editing one motion can look totaly different with just a slight change, like higher speed or lower speed a new motion like the hands and the same animation is totally different:
randompeep Posted April 22, 2017 Posted April 22, 2017 As all animation, the ini in data\ini folder The 8 KF files in data\meshes\charcters\_male\idleanims\ani2 ------------------------------------------------------------------------------------------------------------------------- If the ani number is already used you can rename the animations ( if you don't want to overwrite the existing ani ) example: If the files have numer 57 ( 57_OffMotionx0.kf,..... to 58_DefMotionx3.kf ) You choose a not used number or a ani you don't like. If you want to use number 128 you rename the ini to 128_Motion.ini Then open the ini and change the line set xLoversPkrQuest.umid to 100057 to set xLoversPkrQuest.umid to 100128 And rename the 8 kf files to 128_OffMotionx0.kf,... to 128_DefMotionx3.kf I can't for the life of me get these steps to work right. I drag the .kf files to the ani2 folder, then the .ini into the ini folder, I then give each .ini a .umid similar to what you've listed (e.g. anim 177 has 100177 as .umid), but in-game the animations are broken. It recognizes they're there in the console ( I can press the "~" key and see the animation is supposed to be playing), but they don't display as they should. Either a stock-animation from LAPF plays, or none at all (it looks really messed up, no alignment and incorrect animations for both actors). Is there something else I should remove? It feels like something that'd go wrong in Skyrim if FNIS wasn't updated after installing new animations, but of course-- I think Oblivion is different. So I don't understand why these animations aren't displaying correctly. Any ideas?
fejeena Posted April 22, 2017 Posted April 22, 2017 No , only rename. You have a animation: the ini and 4 deff and 4 off kf files ( all with the same number! do not use a ini from another ani or mix the kf files) Then you rename the ini, and the 8 kf files. And in the ini the umid number. Then you copy the ini in data\ini and the kf files in data\meshes\charcters\_male\idleanims\ani2 Or if it is a creatures ani the 4 Def kf files in data\meshes\charcters\_male\idleanims\ani2 and the OFF kf in data\meshes\creatures\ creatures name \ani2 EDIT: What ani do you want to install?
randompeep Posted April 22, 2017 Posted April 22, 2017 Well, I'm re-trying to install the animation from post #30. EDIT: Thanks, but no dice. Something is still broken, on my end I guess. I've installed some of his animations without problem before, but that one and others aren't working. Odd.
fejeena Posted April 22, 2017 Posted April 22, 2017 Ani from post 30. Renamed to 177 and in folders. Tested in game. unpack it somewhere. Open the folder "D_ManXX2_177 Replacer_Cow Girl_in_Folders" Copy the ini and meshes folder in your game Data folder. D_ManXX2_177 Replacer_Cow Girl_in_Folders.7z
randompeep Posted October 17, 2017 Posted October 17, 2017 Bump - I found out why the animations weren't behaving properly. They were being redirected with MAO to a copy of the ani2 folder, which has .kf files, that don't correspond with the new .ini files. So after copying the .kf files to the ani2 folder inside MAO the animations play correctly. MAO directory -> Oblivion\Data\Meshes\Mayu's Projects[M]\Animation Overhaul\Vanilla\Idleanims\ani2 Default Directory -> Oblivion\Data\Meshes\Characters\_male\Idleanims\ani2 MAO redirects animations for npcs, so the player can have unique animations. The problem occurred when I went to replace, or add an animation into the player-only directory instead of both. I think they still need to be in both ani2 folders since the player will have to use ani2 as well I think. Thank you for your help!
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