http://www.liztail.com/view_project.php?prj_id=8§ion=info&media=151
http://www.liztail.com/view_project.php?prj_id=8§ion=download
Media:
http://www.liztail.com/view_project.php?prj_id=8§ion=screen&media=153#image
http://www.youtube.com/watch?v=lqDikcnuYMc Shows animated tails on the beast races using the human animations. The ESP files to do this is included in the above download, and the bodies you see are from my http://www.gamesas.com/bgsforums/index.php?showtopic=846744&st=0 mod.
http://www.liztail.com/axel_fem.zip An example to show what's possible. Makes all the ladies in your game swing their hips when they walk, so long as they're not holding anything.
Requirements:
If you don't already have this download from Microsoft installed, you need to get it and install it. You can go ahead and try to run the programs to find out if you have it. If you get a message like "This program is not configured correctly," that means you don't have it!
http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en
You also need to download the latest version of .NET from Windows Update.
http://www.gamesas.com/bgsforums/index.php?showtopic=846487&hl=LizTail
Thanks for your interest in the Morrowind Animation Kit! This new version 2.0 features a UI for mod users created entirely by my friend Arie! BIG thanks to him for putting in so much effort to make this happen! Several people have tested it now without complaint, so I'm making an official release thread for it.
The new UI handles all setup and error fixing, lets you choose and change the order of anim mods, and lets you apply the anim mods you've choosen to Morrowind. The advanced tools are still command line programs, but links to them are now installed to the start menu for easy access. Note that you will have to copy the ESP files from the install location you choose for the AnimKit to your Morrowind folder if you want to use them.
If you have no idea what the AnimKit does, here's the introduction from the read me file. Enjoy!
A mod USER can:
- Download animation mods that replace different animations for your character and normal NPCs, and mix and match them as you like.
Before this, just changing one animation would mean that you'd have to download a file that overwrote ALL your animations. So it would be impossible to use the jump from one mod and the attack from another. Now you can easily use them both at the same time, if you or someone else formats them as animation mods (a certain folder structure with one special text file in it that has information about the mod). - Change any race from a beast to a non beast.
Before this tool, in order to make a beast race a non-beast so they could wear helms and boots and use the normal animation, you would have to sacrifice the animation of the tail and go to a bunch of trouble to create a special frozen tail. No more! Now you can just uncheck the "beast" box in the elder scrolls construction set. There are ESP files that do this included with the download. - Disable mods if you don't like them and go back to what you had before.
Again, downloading an animation mod used to mean overwriting files. Now the files are stored in separate folders and a tool processes them based on your preferences, similar to being able to turn ESP files on and off. So if you have 3 mods and put in a new one, you don't have to worry that the new one will overwrite any files from the other two and make it so you can't go back to the way you had things before.
A mod MAKER can:
- Make clothes that use the tail bones.
Previously, if these clothes were equiped by a non-beast, the game would display errors. After running these tools, those errors should be gone so now you can make clothing that moves with a tail like a cat costume or tail armor or whatever. - Distribute much smaller mods without worrying about conflicts, and personalize them so people know where they came from.
The player animation files were around 3 MB, so if you wanted to make a small edit, you'd have to send a huge file, and to make it worse your mod would overwrite anyone else's animation changes. Now that's no longer a concern. You also get to personalize your mod by editing the special text file called AnimMod.xml. You can name your mod, put yourself as the author, and add a version number and date so that people know which one they have. You can also add a description and even a custom icon so people can pick your mod out from the list more easily when they're reviewing the mods they have installed. - Split big multi-animation KF files into smaller single animation ones.
Love the jump animation from a total animation replacer, but don't want to use anything else from it? You can use split to take that big KF file they sent out and slice it up into one per animation like the way Oblivion's KF files are set up. Now just look for the KF file called "jump" and put it into a new animation mod folder. - Merge small single animation KF files into big multi-animation ones
Want to make an NPC with certain animations from animation mods? You can put all the animations you want the NPC to have in a folder and then merge them together into the single-file format that NPCs use. - Preview the animation in a folder full of KF files by applying their animation to a NIF file.
Want to look at what an animation someone told you to download would look like before you use it? You can use the preview tool to create a NIF file for each animation that can be opened and played in NifSkope. To some degree you can also open the files in 3ds Max or Blender, and a single animation will open much much faster than the big 3MB file with 205 animations.
Some popular animation mods that have been adjusted to use the Anim Mod format for you to try out::
- http://www.liztail.com/oshiel.rar
- http://www.liztail.com/axel_fem.zip