is it necessary to include oblivion animations with your mod

Post » Sat Jan 29, 2011 4:00 pm

I use a couple of oblivion animations with my mod, and I've never had the need to actually put them in the meshes folder to have the game play them . if this is an anomaly I don't know. I believe this is because oblivion looks for them in the specified folder, it doesn't find them of course, but since the name is the same as the default animations stored in meshes.bsa the engine just locates them there and plays them.

Recently I've added yet another animation, specifically a hand to hand one.The problem arises if I use the default animation name, If I do, the animation wont play at all, even though it is in my meshes folder. if I change the name to something else the animation will play perfectly. Sadly if I do change the name, I will have to include the animation with my mod, :( and I rather not to.


I've tried a couple different hand to hand animations and I get the same results.

This issue has me puzzled, as I am a total noob in this area. can any one share any thoughts?



Edit: I just realized the animation Im using is under /characters/male not under /characters/male/idleAnimations thats my problem right there. is there a way to still use that animation without including the file on my mod??
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Krystina Proietti
 
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Post » Sat Jan 29, 2011 1:32 pm

The game is somewhat hardcoded to look for animations for certain things in certain places, just like creature & character models. If you are using it as an idle anim, then yes, it will need to go in the idleanims folder, and you'll need to include it with your mod because the game won't look for an idle anim outside of that folder. It's kinda silly, but there it is. :rolleyes:
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victoria johnstone
 
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