Getting .KF's into the GECK

Post » Mon Aug 16, 2010 12:05 am

I've got the files where they should be but I don't know how to get them in the GECK. Can anyone help? Thanks. :)
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Tamara Primo
 
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Post » Mon Aug 16, 2010 3:37 am

I'm not sure what you mean; as far as I know Blender and nifScope are the way to edit .kf files ;)
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Trent Theriot
 
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Post » Sun Aug 15, 2010 8:06 pm

You have to make an idle animation with them. Is that what they are intended as? Just idle animations of them standing around? Then somewhere, I think its under gameplay at the top you will see Idle animations. You can make a new one and direct it to your kf file. Then in script say something like MyRef.PlayIdle MyIdle and the NPC will play your animation.
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Adam Porter
 
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Post » Sun Aug 15, 2010 3:24 pm

You have to make an idle animation with them. Is that what they are intended as? Just idle animations of them standing around? Then somewhere, I think its under gameplay at the top you will see Idle animations. You can make a new one and direct it to your kf file. Then in script say something like MyRef.PlayIdle MyIdle and the NPC will play your animation.


Great, thanks. :)
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Eliza Potter
 
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