Oh, you got me wrong, Equinox. I'm not searching for 4-legged animation references, most likely there are none at all for Oblivion anyways. I'm rather in need of references for movement animations in Oblivion in general. Due to me not being able to access the disc or install the game I don't have access to the BSAs either right now. So I can't look at the proper Vanilla ones to see what must apply to these. So I downloaded the first set of walk/sneak animation replacements I could find... which unfortunately don't make any sense to me, as I described above.
I was already pointed towards further replacers which might have a better structure in their KFs, so I could make out some rules of how these have to be structured and will be able to reproduce this. But if these animations have "absolutely nothing" in common, what am I supposed to reproduce at all? What makes them walks and not just "moving poses"? (And I don't mean the "sliding sideways", all movement animations have in common to create forward movement after all, by this either.)
Alright now, thanks to Kurtchekov aka M1A2 ABRAMS, who figured out what was causing the CS to crash with my latest scripts, I hopefully was able to fix these things and corrected all erroneous or harmful scripts on the first page accordingly. I think this is something I should report to the OBSE devs as well, but apparently some new functionalities like complex array accesses don't like being used in a context.
According to Kurtchekov it was a line like
if eval (confArray[5]["combinations"][0]["req"] == 1 || confArray[5]["combinations"][2]["req"] == 1 || confArray[5]["combinations"][3]["req"] == 1)
which is causing the CS to crash on compile.
Looks totally fine and insuspicious, doesn't it? Well, apparently only from a C-syntax point of view!
Hopefully now you will have more success. Kurtchekov didn't as his dragons suddenly weren't affected at all anymore. But I'm stumped as to how this could happen. The more I make sure really ALL are affected the less this seems to be the case... weird...