[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 4:55 am

?????I hate to bump this thread after a month, but I'm having some trouble with getting this to work. Actually I'm having trouble getting Morrowind to work at all after installing the new walking animation. As soon as my save game finishes loading, Morrowind crashes with the "Morrowind has encountered a problem and needs to close box". I also get quite a few errors in my warning.txt file:
Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_1.Not able to find Foot part in BC_shoes_common_4.Not able to find Foot part in BC_shoes_common_03.Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_2.Not able to find Foot part in BC_shoes_common_1.Not able to find Foot part in BC_shoes_common_03.Not able to find Foot part in BC_shoes_common_03.Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_4.Not able to find Foot part in BC_shoes_extrav_1_f.Not able to find Foot part in BC_shoes_common_2.Not able to find Foot part in BC_shoes_common_4.Not able to find Foot part in BC_shoes_extrav_1_f.Not able to find Foot part in BC_shoes_common_2.Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_2.Not able to find Foot part in BC_shoes_common_5.Not able to find Foot part in BC_shoes_common_4.Not able to find Foot part in BC_shoes_common_4.

?????I'm assuming better clothes is the problem, but have no idea what to do to fix it. Can anyone help me get Morrowind working again either with or without the new animations. :brokencomputer:
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Laura Cartwright
 
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Post » Tue May 17, 2011 2:58 am

The warnings you get are harmless. Better Bodies and Better Clothes handle shoes a bit differently from what Morrowind expects, so it warns you about potential problems, but the mods work fine.

Regarding your crashes, can you start a new game, or does that crash too? If it crashes too, can you start a new game without any mods activated?
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Jessica Stokes
 
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Post » Tue May 17, 2011 3:35 am

The warnings you get are harmless. Better Bodies and Better Clothes handle shoes a bit differently from what Morrowind expects, so it warns you about potential problems, but the mods work fine.

Regarding your crashes, can you start a new game, or does that crash too? If it crashes too, can you start a new game without any mods activated?

I tried starting a new game and all was well until I saved my game and then tried to reload it. Now it crashes the same as my other saves. I'll try without mods as soon as a make a list of which ones I have activated.

Edit: Okay, I just tried it without any mods and it works fine like that. Guess I'll have to do some trial and error tests. Will probably be back for more help after that :lol:.
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 6:15 am

Get the Morrowind Code Patch, you may experience a local ref bug. Also clean your original savegame with Wrye Mash and see if that helps. Probably best to start a new thread when you have more information since the crash doesn't seem to be caused by the AnimKit.
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Laura Ellaby
 
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Post » Tue May 17, 2011 2:07 am

Get the Morrowind Code Patch, you may experience a local ref bug. Also clean your original savegame with Wrye Mash and see if that helps. Probably best to start a new thread when you have more information since the crash doesn't seem to be caused by the AnimKit.

I've been using the MCP for a while now, but I'll try cleaning my save with wrye mash just in case. And my game was working perfectly until I installed the animation kit, but I'm not gonna lay the blame entirely on it. Must be a mod that's incompatible with it in my list somewhere.

Edit: Well I finally fixed it. It was the keyring mod that was doing it. So I'm not sure anymore if the new animation did it or if it was just a delayed bug from the keyring mod. Well thanks for helping me out.:foodndrink:
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Rinceoir
 
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Post » Tue May 17, 2011 7:19 am

Just a question...does this tool possibly allow me to replace the standard walking animation? As LizTail has also created the sixy walk mod (which seems to be a bit too exaggerated for my tastes)...is it difficult to "make" your own animation? Could I somehow take a pre-made animation made not specifically for Morrowind and rig it to what is needed by Morrowind?
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Michelle Chau
 
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Post » Tue May 17, 2011 1:01 pm

creating new animations is REALLY difficult. If you could do it, you would be the hero of many people on this forum. It's worth a try though. If you know what you are doing, then rigging morrowind to pre-made animations could be possible. Don't know though, as I've never tried.
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Sanctum
 
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Post » Tue May 17, 2011 2:00 am

... As LizTail has also created the sixy walk mod ...

Axel is the creator of the sixy Female Walk animation.

Credit where credit due. B)


Read thru the Animation Kit docs - it describes how to replace specific animations, but they'll need to be in MW format (.kf)
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alyssa ALYSSA
 
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Post » Tue May 17, 2011 3:27 pm

I'm trying to use the Oshiel's Animation Replacer mod but,I only want some of the animations;dodge animations, back animation, and the magic animations.I want to make it so that all the NPCS use the dodge animations which I find more realistic.How do I do this?
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Naomi Ward
 
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Post » Tue May 17, 2011 2:49 am

I'm trying to use the Oshiel's Animation Replacer mod but,I only want some of the animations;dodge animations, back animation, and the magic animations.I want to make it so that all the NPCS use the dodge animations which I find more realistic.How do I do this?


Here's a re-post of my previous instructions from the last thread to make Oshiel's animation mod work with this. At the end I'll add the extra step to remove animations you don't want:

Here are the steps I went through to turn Oshiel's animation replacer into an AnimMod:

1. Extract XComplete.kf to the Data Files/Animation folder
2. Run split_kf.exe from the kit, and type "XComplete.kf" for the first question and choose "yes" to import tail and toe animation.
3. Rename the XComplete folder that split_kf created to "oshiel"
4. Go into the "oshiel" folder and create a new folder called "male" inside it.
5. Move all the KF files in the "oshiel" folder to the "male" folder inside it.
6. Copy the AnimMod.xml file from another mod folder, and edit it like this:

<?xml version="1.0" ?>  <AnimMod>	  <name>Oshiel's Animation Replacer</name>	  <author>Oshiel</author>	  <version>Beta 2</version>	  <date year="2007" month="2" day="24" />	  <image>icon.png</image>	  <description>This is Oshiel's ninja-themed animation replacer.  According to him, "This is some seriously anime/ninja influenced animation. As such it has been described as "over the top;" fair warning."</description>	  <layer>no</layer>  </AnimMod>


7. Save that file and then make a 100x100 pixel icon image and save it as icon.png in the "oshiel" folder.
8. Open the GUI... you should see the new anim nod in your list. Process the anim mods to apply it to the game.
9. Play Morrowind. Now you move like a ninja!

Optional: If you don't like all of Oshiel's animations but like some of them, then it's easy to remove the ones you don't like. Just go into the "oshiel" folder you created. You will see that there's one KF file for each animation that it replaces. If you know which one you don't like, just select it and delete it. Otherwise you can use preview_kf to see what it looks like in NifSkope to make sure it's the right one.

If I get permission, or someone assures me I don't need it, I'll release what I did, but hopefully you should be able to follow those steps if you want to do it yourself =)
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Amber Ably
 
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Post » Tue May 17, 2011 5:15 am

Well, this is the first time I've made a post here in a looooooooooooong time, but I've just started playing Morrowind again...

I've made use of some of Oshiel's animations using the AnimKit, and everything's been working fine except for one thing. All of the Golden Saints in my game seem to be bugged- their upper bodies move, but everything below the waist is frozen in place. Dremora and every NPC I've seen so far do not do this. I've tried taking out animations that I thought were causing this, tried fix_anim_errors, and even disabled the mod but they still move like standing paraplegics. Would anyone know what is causing this?
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Vickey Martinez
 
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Post » Tue May 17, 2011 5:35 am

It keep saying there is no file in C:Program Files\Bethesda Softworks\Morrowind directory.

And the program is called spit_kf when I install it.
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Ann Church
 
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Post » Tue May 17, 2011 11:36 am

Well, this is the first time I've made a post here in a looooooooooooong time, but I've just started playing Morrowind again...

I've made use of some of Oshiel's animations using the AnimKit, and everything's been working fine except for one thing. All of the Golden Saints in my game seem to be bugged- their upper bodies move, but everything below the waist is frozen in place. Dremora and every NPC I've seen so far do not do this. I've tried taking out animations that I thought were causing this, tried fix_anim_errors, and even disabled the mod but they still move like standing paraplegics. Would anyone know what is causing this?

Have you tried the new GUI version? It has a better fix animation error function.

It keep saying there is no file in C:Program Files\Bethesda Softworks\Morrowind directory.

And the program is called spit_kf when I install it.

Can you tell me the exact error message? I'm not sure which one it is from you description.
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Laurenn Doylee
 
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Post » Tue May 17, 2011 6:08 am

Have you tried the new GUI version? It has a better fix animation error function.


Oh, I had thought I had the most up-to-date version. Where can I find a link to this?
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Lexy Dick
 
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Post » Tue May 17, 2011 1:39 pm

Can you tell me the exact error message? I'm not sure which one it is from you description.
[/quote]


It says: Morrowind install path found in the registry is
C:\Program Files\Bethesda
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Lyd
 
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Post » Tue May 17, 2011 12:18 am

Can you tell me the exact error message? I'm not sure which one it is from you description.
[/quote]


It says: Morrowind install path found in the registry is
C:\Program Files\Bethesda Soft Works\Morrowind

Reading XComplete.kf...
A file with the name XComplete.kf does not exist.
Press ENTER to exit.
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matt white
 
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Post » Tue May 17, 2011 7:14 am

Oh, I had thought I had the most up-to-date version. Where can I find a link to this?
I'd suggest the first post or http://www.liztail.com/view_project.php?prj_id=8
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Dustin Brown
 
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Post » Tue May 17, 2011 12:35 am

Can you tell me the exact error message? I'm not sure which one it is from you description.



It says: Morrowind install path found in the registry is
C:\Program Files\Bethesda Soft Works\Morrowind

Reading XComplete.kf...
A file with the name XComplete.kf does not exist.
Press ENTER to exit.


Did you follow step one and verify that the file exists? To make it more specific:

"1. Extract XComplete.kf from Oshiel's mod to the C:\Program Files\Bethesda Soft Works\Morrowind\Data Files\Animation folder"

If so, then you might need to move split_kf.exe to that location before it will work.
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Ricky Meehan
 
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Post » Tue May 17, 2011 4:51 am

OK,I'll try moving it to that directory because the files are in the right place.
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Samantha hulme
 
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Post » Tue May 17, 2011 2:50 am

I don't know ow to make Icon Image... :cryvaultboy:

And no male folder was inside Oshiel folder.

Never mind I just copied the one from Dancing girl folder and pasted it then made my own design.(I just crossed out morrwind and wrote Oshiel. :hehe: :thumbsup:
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Nikki Lawrence
 
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Post » Tue May 17, 2011 2:20 am

IronBeast, did you even read post 110?
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April D. F
 
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Post » Tue May 17, 2011 2:51 am

The problem is I don't know which one is which because I want the magic animations,the dodges, and the backward walk/run.I want the NPCS to have the dodges but not the magic animation and not the backwardwalk/run.

Yes I read post 110 but I still don't know which animation is which because there is more than 1 of the animations like back2c,back 1h,and back,,.

And when I open the UI the file didn't shoe up.
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Nomee
 
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Post » Tue May 17, 2011 12:12 pm

Well, I never got permission to do this, but I'm tired of trying to explain how to make this work for people... so http://www.liztail.com/oshiel.rar. If Oshiel doesn't like the fact that I'm distributing this, I'll be happy to take it down.

In order to tell which animations are which, you can use the preview EXE program which creates NIF files that you can play in NifSkope. If you can't figure out how to use it, then the best choice is probably just to find them by trial and error... take out a bunch and see if the one you don't like disappears... if so then it's in that bunch, and if not it's in the bunch that you left in. Repeat with smaller and smaller bunches until you narrow it down to one file.
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*Chloe*
 
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Post » Tue May 17, 2011 1:10 pm

So what happens if you have two animation replacers in? Say, Axel's sixy walk and Oshiel's anim replacer. If I installed Axel's after Oshiel's, will that overwrite Oshiel's female walk and female run animations?
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Joanne Crump
 
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Post » Tue May 17, 2011 1:36 pm

So what happens if you have two animation replacers in? Say, Axel's sixy walk and Oshiel's anim replacer. If I installed Axel's after Oshiel's, will that overwrite Oshiel's female walk and female run animations?

It treats individual animations as separate units and then applies the mod order you set in the GUI by dragging the mod up or down in the list. For example, if Axel's animation replaces the female walk forward but nothing else, then setting it so if you added it in after Oshiel's animation, that would mean that Oshiel's female walk forward animation will be replaced with Axel's, but the rest of the animations replaced by Oshiel's mod will still be the same.
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Tanika O'Connell
 
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