New Walking Animations..

Post » Fri May 27, 2011 1:40 am

The only thing preventing me from enjoying Morrowind as much as I enjoyed (modded) Oblivion are the awful NPC animations.
I mean, I've seen one or two animation packs so it's definatly possible, but I can't seem to find the one I'm looking for.
Any help on finding one?
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Liv Brown
 
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Post » Fri May 27, 2011 9:58 am

discribe exactly what are you looking for? ;)
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Dalton Greynolds
 
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Post » Fri May 27, 2011 6:13 am

NPC'S that don't walk as if they have a stick lodged up their hiney.
Seriously, arent there ANY new walking animations at all?
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Nikki Morse
 
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Post » Fri May 27, 2011 7:30 am

There's only one as far as I know, which is http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3897.

There's also http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5230 but I've heard that those animations are a bit over the top.
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dav
 
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Post » Fri May 27, 2011 1:57 pm

Shame :( A horrible blemish on an otherwise good game.
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Darlene Delk
 
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Post » Fri May 27, 2011 5:59 am

There is also this one: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2496 by Qarl. It's made up by real motions capture files, don't know if it can get more realistic then that. The package contains a lot of good animations but unfortunately also bad ones. Be careful when applying then, and remember to always take backups. Enjoy.

After some searching I also discovered this one:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4964 by RX31 (love the karate, praying and body buildning animations!)

By the way, if you plan to replacing the animations you should consider to look at Morrowind AnimKit. It's a handy tool for customize settings for the PC or NPC without changing every animation sequence. It also lets you mix and match them in whatever way that fits the needs. Want to see how they look before applying them to the game? With Morrowind AnimKit's and Nifskope thats easy. Use the preview feature in AnimKit and apply the animations files to a folder, open them up with Nifskope and.. voila! Previews of the animations.

Download for:
http://sourceforge.net/project/downloading.php?group_id=149157&use_mirror=dfn&filename=nifskope-1.0.19.4615-windows.exe
http://www.liztail.com/view_project.php?prj_id=8
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Natasha Callaghan
 
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Post » Thu May 26, 2011 11:25 pm

I'm not very good at meshing, or animating, so I don't know If any animations I make will look as silly as the ones in game.
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Julie Serebrekoff
 
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Post » Thu May 26, 2011 9:54 pm

Neither can I be referred to as a experienced or even moderate maker of animated sequences. But, that doesn't let me down for using others creations. At least "Axel's sixy walk" makes all females move like they aren't androgynous robots and is very easy to apply. All you have to do is download http://www.liztail.com/axel_fem.zip file, unzip it to the data files/animations folder. Then start Morrowind AnimKit (links available in my former post) make sure the enabled button is marked on the mod called "Axel sixy Walk" and your set. Easy as pie.

And about using the other creative animations. I believe that the mod Underground 2 is using some animations for the companion.
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amhain
 
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Post » Fri May 27, 2011 7:27 am

I'm confused on a couple of points. Here's that the readme file said about installation:

-Open the Construction Set and load Morrowind by clicking on "File" and then on "Data Files,"then select Morrowind by double-clicking on "Morrowind.esm" and clicking "OK."

-Once Morrowind has finished loading, click on the "NPC" tab in the "Object Window." Search for the NPC named "player" and open the properties window by double-clicking on it. Choose the race you will most likely play - the reason for this will be explained later. In the right-mid part of the window, you will see the "Add Animation File" button. Click on it.

-Now you will need to browse to the folder in which you've put the downloaded files. You'll see you can only select "Complete.nif" or "xComplete.nif". The third file, "xComplete.kf," is not visible here, but it is still needed, so please don't delete it. To replace the animation file, select the "Complete.nif" file, not the one with an X in front of it. Click open.

At this point, changing "player's" race will reset the animations to the default and you'll have to go through the above process all over again if you want the animations to work. Thus, its best to decide which race you plan to play before setting up the mod.


The parts I don't understand are these:

**Also the readme should say to put these in the meshes folder. I had to work that out the hard way (nothing else would register as a valid path)

How do you save the end result? When I select save, the drop down box for file type will only display .esp, not .esm. It will not let me save over Morrowind. I suppose this is to stop people from stuffing up their base game file.

What do we do if we are halfway through the game and want to use this animation? Is there a way to replace the animation and then get Enchanted Editor to update it?
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Charlotte Buckley
 
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Post » Fri May 27, 2011 2:21 am

I assume you are trying to install Axel's sixy walk?

Firstly, ignore those instructions. They are for using the animations without the Anim kit, and IIRC, only work for the player.

Second, last I looked, Liztail's Kit included Axel's sixy walk as an example. Use the prepared mod in that. Much easier, and the kit will make them apply to every PC, including the player.

Third, the reason it doesn't just say 'put this in data files' is that not all mods are that simple. Animation replacers aren't which is why there are so few and why Liztail's kit is essential.

Hope that helps a bit.
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Ebony Lawson
 
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Post » Fri May 27, 2011 7:25 am

I agree onto everything dude above this comment said except the second thing. Axel's sixy Walk have to be downloaded and manually put into the animations folder. And there is a lot of animations out there: take Qarl and RX31 material for instance. Have a dozing of brilliant animations sequences just waiting to be used. But thats the problem. People have difficulty in transferring the raw animations from the "scratch board" into some creature or person model in the game , more commonly called NPC.
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Raymond J. Ramirez
 
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Post » Fri May 27, 2011 2:28 am

I assume you are trying to install Axel's sixy walk?

Firstly, ignore those instructions. They are for using the animations without the Anim kit, and IIRC, only work for the player.

Second, last I looked, Liztail's Kit included Axel's sixy walk as an example. Use the prepared mod in that. Much easier, and the kit will make them apply to every PC, including the player.

Third, the reason it doesn't just say 'put this in data files' is that not all mods are that simple. Animation replacers aren't which is why there are so few and why Liztail's kit is essential.

Hope that helps a bit.


Yes that's what I'm trying to do.

I have never done anything with anims before. I'm not a 'modder' so to speak and by many people's standards am a beginner. That doesn't mean I'm clueless, I make a few little mods for myself and if I don't like something I can usually change it without much worries, so please don't be afraid to try to explain this to me.

If it can be done, I'd like to change every woman's walk. (Or every person if there's a separate one for men). Beast races aren't an issue because I couldnt' stand the way they moved. I installed Alienslof's better beasts with the civilised beasts option to give them feet (but with the tail addon). Then I used the construction set to turn off beast race for Argonians and Khajiit. In my game, no one walks like they have fleas or crabs downstairs.

If it can't be done (without manually changing everyone) please tell me how to do it both for myself and for my companions, using the kit you told me to use. Also, do I get that from PES?

Finally, I need to know how to make the changes stick on a character I'm already playing. I haven't even started the main quest yet, but I've still invested over 100 game hours with time set so 4hrs real time is 1 hour in game. That means I've spent about 50 hours or more on this character (remembering that you often have to go back to old saves, or it crashes when you haven't saved for a while). I have been finding that often when you change things, the game doesn't reflect that because it has 'memorised' what people were doing or wearing when you first met them. I've had to load up the savegame in EE and enter the changes there to make it stick. I still can't for the life of me work out how it is that when I actually changed the .NIF on a bodypart, the game STILL didn't reflect that! It must have it's own virtual cache somewhere. How can it not make the change when the .NIF it has to draw from is different???
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evelina c
 
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Post » Fri May 27, 2011 1:56 pm

Mabye its bit off, but is there possibility to make character animations in blender? I know that kf import dont work, but what if i import the skeleton, animate it and then export it as kf?
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Colton Idonthavealastna
 
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Post » Thu May 26, 2011 11:36 pm

I personally never could understand why people hate walking/running animation so much, it's fine to me. I actually even kinda like running animation.
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BRIANNA
 
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Post » Fri May 27, 2011 7:50 am

I personally never could understand why people hate walking/running animation so much, it's fine to me. I actually even kinda like running animation.

I actually agree, Morrowind may not be totally fleshed out with it's animations. But I'm happy they have the animations they do. Maybe I'm just used to them or something...
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Alexander Horton
 
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Post » Fri May 27, 2011 12:52 am

I personally never could understand why people hate walking/running animation so much, it's fine to me. I actually even kinda like running animation.

I agree, though I wish someone would make a new walking animation replacer, the running is just fine.
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Tracey Duncan
 
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Post » Fri May 27, 2011 6:51 am

agreed, the walking animation is way too exaggerated IMO, but i think although the running isn't as bad, i still think it could use some tweaking
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Kelvin Diaz
 
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Post » Fri May 27, 2011 6:35 am

I go right now see if creating character animations work with blender if all goes well i think i will create some of Lich King's animations :hehe:
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brian adkins
 
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Post » Fri May 27, 2011 3:16 am

I go right now see if creating character animations work with blender if all goes well i think i will create some of Lich King's animations :hehe:

I support you. :goodjob:
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Kitana Lucas
 
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Post » Thu May 26, 2011 9:49 pm

I personally never could understand why people hate walking/running animation so much, it's fine to me. I actually even kinda like running animation.

It's a good pick but after 5 years one of the world, if not the one, most changeable and modified game ever could use some variation in the default characters movement. Love to see different animations per race, like the Orcs can be big, sloppy, kinda cowboy-like movement .While the elf are more sleek and slender in their motions. Unfortunately, I guess that it would be impossible to achieve. But thats my dream! :rolleyes:
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Miragel Ginza
 
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Post » Fri May 27, 2011 1:18 am

It's a good pick but after 5 years one of the world, if not the one, most changeable and modified game ever could use some variation in the default characters movement. Love to see different animations per race, like the Orcs can be big, sloppy, kinda cowboy-like movement .While the elf are more sleek and slender in their motions. Unfortunately, I guess that it would be impossible to achieve. But thats my dream! :rolleyes:


Not impossible,just...time consuming.If my pc was stronger I would start learning how to animate in morrowind but unfortunately it isn't. :cryvaultboy:
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I love YOu
 
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Post » Fri May 27, 2011 7:10 am

it is possible? :o i thought you could only have races with either beast or normal animations
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Ruben Bernal
 
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Post » Fri May 27, 2011 4:40 am

it is possible? :o i thought you could only have races with either beast or normal animations


Nop, you can only bound some animation for a specific NPC (you can do that to the player to but one bad click and animations will reset to normal)
The only hope is openMW
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Lauren Dale
 
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Post » Fri May 27, 2011 6:19 am

oh, so we gonna have to wait a while then for cowboy orcs and prowling khajiits :(
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Ross Thomas
 
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Post » Fri May 27, 2011 4:02 am

I actually even kinda like running animation.

I don't. I dislike watching my female characters run hunched over with arms akimbo like an (American) footballer about to make a tackle. I don't believe I've ever seen anybody in real life run quite as awkwardly as characters in Morrowind. And unfortunately the fighting animations are even worse. Bethesda did a lot of things right when they made Morrowind but animations weren't one of them. They learned, though: Oblivion animations were much improved.
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Rach B
 
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