Children of Morrowind & Dirnae's Animations

Post » Wed Dec 07, 2011 5:51 pm

Whenever I install Dirnae's running animation using the AnimKitI get a lot of error messages about 1em_child objects, namely Children of Morrowind. When loaded the children cannot move and their arms just swing back and forth. Has anyone else tried to run both mods and experienced similar problems? Also, just disabling the animations in the AnimKit does not fix the problem. I have to reinstall Morrowind each time. Thanks.

Edit: I wonder why I would have to reinstall the whole game. Just reinstalling Children of Morrowind or even the entire Meshes folder does not get rid of the error messages. Of course, this is after disabling the animations and uninstalling AnimKit. I am clueless.
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vicki kitterman
 
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Post » Thu Dec 08, 2011 12:20 am

I assume you already tried the 'fix anim errors' button in liztails animation kit after you disabled the mod?
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Pat RiMsey
 
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Post » Thu Dec 08, 2011 2:06 am

Yes, I have. I copied my entire Morrowind backup over and that fixed it. I wonder which files specifically I would have to copy over to fix the errors. It is not the Meshes folder, that's for sure. Also, let's not focus on the uninstalling part, please. I was hoping to achieve some level of compatibility and actually have the new animations installed. I also wanted to know if anyone else has experienced such problems since Children of Morrowind is widely used and I haven't seen anyone else report such a problem.
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Sam Parker
 
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Post » Wed Dec 07, 2011 11:33 pm

I run both mods without any problems. I'm not sure what would be causing the issues you are having. It sounds like something else is conflicting.
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Tracey Duncan
 
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Post » Wed Dec 07, 2011 8:08 pm

Try the reset setting on the entire thing. Also, it helps to have COMs animations extracted from their BSA first.
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Baylea Isaacs
 
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Post » Thu Dec 08, 2011 3:32 am

You mean "Rerun Setup?" I tried, didn't help. Also, I unpacked the Children of Morrowind bsa and ran the animation fix but that did not help either. It seems, only the children are affected (not the mothers) and then apparently only those who have special "walking" animations. I can't believe I am the only experiencing these problems.
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Life long Observer
 
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Post » Wed Dec 07, 2011 6:55 pm

Is really no one else experiencing this?
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DeeD
 
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Post » Wed Dec 07, 2011 8:59 pm

I'm having something similar with Morrowind Advanced, I'm using Dirnae's animations and I don't experienced any problems until ran on a skeleton warrior dressed in orcish armor - they cannot move, only swings they arms trying to get me. When killed, they even don't fall to the ground, only raise their hands =) But it's maybe problem with skeleton, not animations.
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Heather M
 
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Post » Thu Dec 08, 2011 4:52 am

No, it's an animation problem that stems from the animation kit. The only thing I can suggest to do is to reinstall any custom animation files you have and NOT use the animation kit. Or, if you want to get your hands dirty, load up the animation files in Nifscope and delete the Bip 01 Tail and Bip 01 Toe bones (I think those are the names). The animation kit likes to add these bones when it "fixes" animation files, which is usually what causes them to become screwed up.
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Wanda Maximoff
 
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Post » Wed Dec 07, 2011 5:25 pm

I had the same issue with skeletons from Undeads Arise from Death as well as a couple of courtesans from a staffing mod. As Jac said, Dirnae's animations rely on Liztail's kit, which adds Toe and Tail bones to the .kf files. The new animations don't know what to do with the new bones.

With no disrespect to Liztail, I wonder if someone might be able to address this issue? There are enough mods now which add animations without needing the kit and conflicts are becoming more and more common.
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leigh stewart
 
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Post » Wed Dec 07, 2011 11:42 pm

Could you explain how to install the Dirnae's animations without the kit, please? Where do they go exactly? Will they have to be combined into a base animation file seeing that the package Hrnchamd (sp?) offers comes with seperate files for different movement and attacking modes. I do not really know much about animations and the way Morrowind handles them but I do not see such files on the CS disc.

Edit: Using the AnimKit I split the base_anim.nif and the base_anim_female.nif from the CS CD and then overwrote the relevant ones with Dirnae's animations. I then merged them back again. Will try installing the new animations into the Meshes folder and see if it works. Do I need the text file that the AnimKit produces?
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Joe Bonney
 
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Post » Wed Dec 07, 2011 9:40 pm

You need to split both the original base_anim.kf file and Dirnae's and then replace the files from Dirnae's over the original ones. Then use the kit to recombine the base_anim.kf file and place that file into your Data Files\Meshes folder. You don't need to worry about the nif files.
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Caroline flitcroft
 
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Post » Thu Dec 08, 2011 8:07 am

I don't see a base_anim.kf file. There is only a base_anim.nif file that yields kf files when split. When I merge them back though it becomes an nif file.
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ONLY ME!!!!
 
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Post » Thu Dec 08, 2011 1:23 am

The engine expects the base .kf files to be loose in the Meshes folder. No text files are needed by the game engine. Technically, the game doesn't care if the extra bones are in the .nif files at all. What it is looking for are the .kf files. The .kf files should open in Nifskope the same as any .nif. What you are looking for are toe and tail references.

xbase_anim.kf -> is the base animation for all male humanoid (non-beast) races

xbase_anim.kf -> is the base animation for all female humanoid (non-beast) races.

In nifskope, if you see entries called NiStringExtraData for bip 01toe or bip 01tail or any other bip toe or tail, right click on it and select "Block" then "Remove"

By default, non-beast, bi-pedal races don't have toe and tail bones. Only those races with beast-like feet and tails need them.

As always, back up your originals.

EDIT: there is no need to merge the files back.
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flora
 
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Post » Thu Dec 08, 2011 8:20 am

The engine expects the base .kf files to be loose in the Meshes folder. No text files are needed by the game engine. Technically, the game doesn't care if the extra bones are in the .nif files at all. What it is looking for are the .kf files. The .kf files should open in Nifskope the same as any .nif. What you are looking for are toe and tail references.

xbase_anim.kf -> is the base animation for all male humanoid (non-beast) races

xbase_anim.kf -> is the base animation for all female humanoid (non-beast) races.

In nifskope, if you see entries called NiStringExtraData for bip 01toe or bip 01tail or any other bip toe or tail, right click on it and select "Block" then "Remove"

By default, non-beast, bi-pedal races don't have toe and tail bones. Only those races with beast-like feet and tails need them.

As always, back up your originals.

EDIT: there is no need to merge the files back.


Yeah, I would prefer to install them by hand rather than messing with the files. At least, I am going to try the manual install first. You say that there is no need to merge them back. That would mean, however, that the WalkForward;.kf animation, which is different for male and female would only be able to be in the Meshes folder once as you cannot have to files with the same name in one folder.

So basically what you are saying is that I just have to download the animations and then simply copy the kf files into the Meshes folder? Then again, how can I enable both the male and female version? How does the AnimKit install the animations?

And again, I cannot find any (x)base_anim(_female).kf files. Only base_anim.nif files on the CD.

Edit: Sorry, if my replies seem rather rude; your help is greatly appreciated =)

Edit 2: Are the steps above meant for installation with the AnimKit and not the manual way?
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Emma Pennington
 
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Post » Wed Dec 07, 2011 7:37 pm

The files that I have in my Meshes folder are as follows:

base_anim.nif
Xbase_anim.nif
xbase_anim.kf
base_anim_female.nif
Xbase_anim_female.nif
Xbase_anim_female.kf

The first three apply to male humans/elves/orcs
The last three apply to female humans/elves/orcs

In a vanilla install, they are not in the folder, they are extracted directly from the .bsa. They are only there when the male and/or female animations are changed. There are a few additional animation files but the walkforward and others aren't required. I suggest you d/l http://www.mediafire.com/?iwbnt6e3i3q6rxu. Despite the misspelling of Dirnae's name, the readmes have all the information you need to install the animations without Liztail's Animation Kit.
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BEl J
 
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Post » Thu Dec 08, 2011 7:58 am

Thank a lot, this should be easy then. Do you know by any change if Hrnchamd's fixes are included in this one? I believe it is version 0.17.
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Enny Labinjo
 
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Post » Thu Dec 08, 2011 7:50 am

No, Dirnae stopped working on those animations awhile back. Plus, Hrmchamd's fixes were for NPC animations and not the players. Basically, the MCP gives animators new tools to make additional animations for NPCs to use. I don't know if the players can use them at all.
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helliehexx
 
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Post » Thu Dec 08, 2011 7:53 am

No, Dirnae stopped working on those animations awhile back. Plus, Hrmchamd's fixes were for NPC animations and not the players. Basically, the MCP gives animators new tools to make additional animations for NPCs to use. I don't know if the players can use them at all.


Well, I was not referring to MCP but Hrnchamd's version of Dirnae's animations. Originally, they required an esp to adjust walking/running speed. Hrnchamd fixed it so that an esp was no longer required and gave it the version number 0.17. The file can be found at TESNexus, and here is the readme: http://www.tesnexus.com/downloads/file/description.php?id=31635
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mollypop
 
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Post » Wed Dec 07, 2011 8:24 pm

Dunno. I haven't looked at that file in so long, I forgot. Hrmchamd would be the one to ask.
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Nuno Castro
 
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Post » Thu Dec 08, 2011 8:50 am

No, it is not the updated version, I just checke the thread that Sphinx created. I am going to try and do everything again with Hrnchamd's version and the kf files from the bsa archive. I only need the xbase_anim.kf and the xbase_anim_female.kf files, correct?

Edit: Here is the link to http://www.tesnexus.com/downloads/file.php?id=31635.

Edit 2: Elaura, where in Oklahoma do you live? Your avatar is interesting, it reminds me of Vampires: The Masquerade.
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Johanna Van Drunick
 
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Post » Wed Dec 07, 2011 10:16 pm

There you go. I figured I'd upload it for the general public =)

http://www.megaupload.com/?d=UZI6OLRM
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Sara Lee
 
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Post » Wed Dec 07, 2011 10:08 pm

Edit 2: Elaura, where in Oklahoma do you live? Your avatar is interesting, it reminds me of Vampires: The Masquerade.

We live in southern Oklahoma, a few miles north of Texas.
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Isaiah Burdeau
 
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Post » Wed Dec 07, 2011 11:10 pm

Artaios, that's great! I've been using sphinx's fix and that footstep thing has really bugged me. Thank you for uploading Hrnchamd's fixed version for use *without* Liztail's Kit. Did they fix your issues ingame?


Yup, we live in south-central OK, straight up from Dallas.

EDIT: Dang, I'm getting an error on that page: "The file you are trying to access is temporarily unavailable. Please try again later." I'll keep trying. In the meantime, would you care to upload the file at http://www.fliggerty.com/phpBB3/viewforum.php?f=50 or http://wolflore.fliggerty.com/viewforum.php?f=22 Or better yet, BOTH! We're staff at both sites and all you have to do is register, you don't even have to post in the forums if you don't want to and we can lock your topic if you don't care for comments or bug reports.
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Eve Booker
 
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Post » Thu Dec 08, 2011 4:12 am

Artaios, that's great! I've been using sphinx's fix and that footstep thing has really bugged me. Thank you for uploading Hrnchamd's fixed version for use *without* Liztail's Kit. Did they fix your issues ingame?


Yup, we live in south-central OK, straight up from Dallas.

EDIT: Dang, I'm getting an error on that page: "The file you are trying to access is temporarily unavailable. Please try again later." I'll keep trying. In the meantime, would you care to upload the file at http://www.fliggerty.com/phpBB3/viewforum.php?f=50 or http://wolflore.fliggerty.com/viewforum.php?f=22 Or better yet, BOTH! We're staff at both sites and all you have to do is register, you don't even have to post in the forums if you don't want to and we can lock your topic if you don't care for comments or bug reports.


Check my other thread and download the 0.20b version of the mod, the link should work. Yes, I will upload it on both sites soon. You can upload it too if you want. There still seem to be some issues, though. I am trying to confirm that the original animations had a different running animation for male and female characters. Nothing in the files indicates that but there is someone who claims that it was the case. Let me know how the complete version works for you.
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Bereket Fekadu
 
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