This is just an exact duplicate of nv_deathfakewall02.nif everything is still intact.
Strange, then it must be the Niftools importer treating them differently. As I said, the .NIF imports with no animation and I can't import the .kf alone, I only get animation in Max by importing the .nif, then the .kf.
This is not reversed, most likely the way you reversed it in Max was the incorrect method -> also you did not re-name the sequence from forward to anything else and that is why its not appending as NifSkope will only add one of each viable sequence -> so no 2 Forward sequences.
What is the correct method? I scaled the keys in the dope sheet -100%. I do not know of a reset x-form equivalent for keys. I am aware that I did not have a renamed sequence, I attempted to replace the animation in the original file, but obviously the attach .kf "spell" makes other changes to the file. I can confirm that exporting the .kf with a different sequence name still does not get me a reversed animation in Nifskope, unlike the exact same exact scene exported as an Nif w/ Animation.
The most likely reason this does not have any Sequences is you did not set them up in Max before exporting as its impossible for the exporter to just divine what you want it to export if its not defined in the Scene itself.
The "forward" sequence is imported into Max fine and is thus present, hence the conflict with the .kf.
Look up Dope Sheet tutorials for how to set these up or you can just read my http://sites.google.com/site/saidenstorm/oblivion3dsmaxanimationtutorial, it covers proper setup for exports out of Max and works for 99% of all game exporters, with some bits post export alterations local to Oblivion -> the differences going from Oblivion to FO3/FONV are not enough to even write another tutorial as it would cover a paragraph at best, just compair to Vanilla.nifs.
I don't see anything in your tutorial that is different from my current scene, other than exporting as NIF w/ Manager which gives me a completely non-functional mesh in Nifskope (No animation, half of the textures are missing/black)
Edit: Comparing to Vanilla .nifs is what I was doing in the first post, the exported .nif bears no hierarchal resemblance to the original of the same file, so it's hardly a matter of checking for small differences.
Open and Close are game engine only animation sequences and there are not any Fast versions of either -> if you want this level of functionality you are going to need to script the doors anyway so you might as well just use any of the normal Sequences that can be called from script and keep everything cleaner -> also I have never used Open/Close together with any of the Normal Sequences on any doors or containers but I have tried to use normal sequences on the engine based SpecialIdles for Projectiles and they will not work at all with the two different types mixed together into the same .nif, so I doubt Open/Close are any different.
I am perfectly capable of manipulating the keys to achieve the animations I desire, in fact it's easy enough to just change the speed in Nifskope. I was talking about having three animations in one file as the end-result I'd like to achieve but like I said, it's not really any big deal if they're separate objects in-game as long as I can get it to work at all. Not sure what scripting the door has to do with it though, I have to script the door just to "playgroup forward 1", I don't believe there's any other way to get this asset to animate (none I can find, anyway) as it's placed in the game as a simple static object. Being that the whole issue is that there's no close animation for this door, I don't imagine there will be any hard-coded conflict with the forward animation from a static object and an animation that does not exist in the vanilla game.
I appreciate all the help, but nothing I do seems to work. I've exported the file over fifty times trying different things and have had no luck. Now I've lost the import settings I used yesterday and am getting incorrect textures on export, so I have to go figure that out again first. If you can tell me how to reverse the keys in a permanent way other than scaling them so that the changes will show up in an exported .kf file, that should bypass all my other problems. The .kf not exporting backwards makes no sense to me, since the .nif from the same exact scene plays as intended in Nifskope.