New monsters/creature mods not behaving correctly

Post » Sun Aug 08, 2010 7:44 pm

I've encountered this problem before on previous Morrowind installs... no idea what's causing it. And the same problem appears in several unrelated monster mods as well. Some monsters will not move an inch, this seems to affect only humanoid ones like skeletons, dremora, etc. They will just stand in one place and sort of sway their arms back and forth in a weird way. When I kill them they'll do some kind of half-working death animation on their upper body only, while the legs remain still. So I'm guessing the issue is related to the lower body parts somehow?

Here is my mod list if that's any help
Spoiler
GameFile0=Bloodmoon.esm
GameFile1=H.E.L.L.U.V.A._Merchant_Containers.esm
GameFile2=MCA.esm
GameFile3=Morrowind.esm
GameFile4=Tribunal.esm
GameFile5=TR_Data.esm
GameFile6=TR_Map1.esm
GameFile7=Andy! Elf Hair Styles.esp
GameFile8=AOF Potions Recolored T+B.esp
GameFile9=Better Bodies.esp
GameFile10=Better Clothes_v1.1.esp
GameFile11=Corean_Hair_in_Morrowind.esp
GameFile12=DA (Chitin).esp
GameFile13=DA (Daedric).esp
GameFile14=DA (Dwemer).esp
GameFile15=DA (Ebony).esp
GameFile16=DA (Glass).esp
GameFile17=DA (Imperial).esp
GameFile18=DA (Indoril).esp
GameFile19=DA (Iron).esp
GameFile20=DA (Netch Leather).esp
GameFile21=DA (Nordic Fur).esp
GameFile22=DA (Steel).esp
GameFile23=DA (Templar).esp
GameFile24=Elemental Magicka 1.0.esp
GameFile25=ExcellentMagicSounds.esp
GameFile26=Fair Magicka Regen (one Percent).esp
GameFile27=H.E.L.L.U.V.A._A.A._Heavy 1.0.esp
GameFile28=H.E.L.L.U.V.A._A.A._LIGHT 1.0.esp
GameFile29=H.E.L.L.U.V.A._A.A._MEDIUM 1.0.esp
GameFile30=Horror Mod.esp
GameFile31=KS_Ren's_Oblivion_Hair_for_Morrowind_1.0.esp
GameFile32=k_weather.esp
GameFile33=leveled list.esp
GameFile34=MCA - Guards Patch.ESP
GameFile35=MWInhabitants Freeform (Vol 1).esp
GameFile36=NX9_daedra_Additions.ESP
GameFile37=NX9_daedra_Saints.ESP
GameFile38=NX9_dremora.esp
GameFile39=NX9_lesserdaedra.ESP
GameFile40=NX9_liches.esp
GameFile41=NX9_Ogrim_Twilight.ESP
GameFile42=PSsorticon.esp
GameFile43=Smaller Passive Cliff Racers.esp
GameFile44=TIDR - Red Lights MW.ESP
GameFile45=TownSounds.esp
GameFile46=Vurt's Ashlands Overhaul.esp
GameFile47=Vurt's BC Tree Replacer II.ESP
GameFile48=Vurt's Grazelands Unique Trees.ESP
GameFile49=Westly's Master Headpack X.esp
GameFile50=Better Heads.esm
GameFile51=Better Heads Bloodmoon addon.esm
GameFile52=Better Heads Tribunal addon.esm

User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sun Aug 08, 2010 1:36 pm

Do you now have, or have you ever used Liztail's Animation Kit?
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Joey Avelar
 
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Joined: Sat Aug 11, 2007 11:11 am

Post » Sun Aug 08, 2010 1:56 pm

Yeah, I got that installed (along with some other things that don't show up like MGE and MWSE).
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Sun Aug 08, 2010 4:04 pm

Okay, Liztail's Kit. Try the "fix all" button, or whatever it is.

The problem is that Liztail's Kit, in anticipation of people wanting to play upright beast races, adds toe and tail bones to the base animations. Those bones are not compatible with all mod-added bipedal creature animations. If the fix button doesn't work, you'll have to rename some animation files, so try that first.
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Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Sun Aug 08, 2010 10:14 pm

Thanks, though I haven't had the fortune of running across any of the new monsters yet to see if it actually worked. In case it didn't, what are the files I need to rename?
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Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm


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