How to add new animations (kf) with GECK?

Post » Sun Aug 08, 2010 10:20 am

I have read it TES CS that new animations should be added "at the end of the branch", but in the GECK you cannot add lower that just above LOOSE section. That way anims are mixed and are displayed in wrong order. I see Umpa Mod did add the anims lower than "LOOSE" section, but i don't see how they/she/he did it. Any help please?
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Damian Parsons
 
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Post » Sun Aug 08, 2010 2:20 pm

What is the purpose of adding animations to the end of the list? I've just stuck them in a child off the Character\_Male\IdleAnims branch.
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R.I.P
 
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Post » Sun Aug 08, 2010 7:54 am

What is the purpose of adding animations to the end of the list? I've just stuck them in a child off the Character\_Male\IdleAnims branch.

When i added any the way you did and I started a new game - my "puppy-boy" started dancing instead of creeping. All game then goes meshed. I just wanted to add few dancing animations but whatever i do they mess animation orded perfectly.
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Cassie Boyle
 
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Post » Sun Aug 08, 2010 3:29 pm

Who did the what now? :unsure:

I assume you put in a condition that prevents the animation from being used, right? I use IsRidingHorse == 1 :P
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Russell Davies
 
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Post » Sun Aug 08, 2010 7:54 pm

I assume you put in a condition that prevents the animation from being used, right? I use IsRidingHorse == 1 :P
Nope, but even if that might work this doesn't explain how they did it correctly within other mods (and without odd conditions), like Chryslus Club, UMPA or so. Chryslus Club puts some animations as "Loose" just in the section and they seem not to interfere, however my (or copied) do weird stuff.

Thanks anyway.
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u gone see
 
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