Help needed to get a Japanese pose mod running

Post » Sat Jan 29, 2011 9:31 pm

I could lay may hand on an Japanese pose mod. When I first put it in my game, nothing happens. The reason was that one folder inside the path for the .kf-files was written in Japanese characters. I changed this path in the CS to 'normal' characters that my Oblivion can understand and all was fine, all the .kf-files played their animation.

'Unfortunately' some of this files are connected with a .nif-file, and while playing this .kf-files I can see also the well known yellow box for missing meshes. The reason is (at least I think so...) that the path for the .nif-files has the same Japanese characters included and therefore have to be changed too. My problem now is that I cannot find the place where the path for the .nif-files is stored. I tried anything in the CS starting from where I changed the path of the .kf-files (menues, right-click and so on) and also played around in NIF-Scope, using the mesh-file, but no way, after an hour of searching and trying and reading, I gave up. I have no idea where I can find the path for the meshes...

Do I think to simple in this case? Is there indeed a way to change the path of the meshes manually or are .kf and .nif-files connected 'in the background' with no way to see, and change, the path? The CS-Wiki and a search on Google doesn't helped me either, so as my last chance I've opened this thread. Is anybody out there who can point me to the direction where I can find the path for the meshes or at least who knows if it can be changed manually somewhere or not at all? Any hint would be much appreciated.
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Killah Bee
 
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Post » Sat Jan 29, 2011 3:59 pm

Any nif in a pose mod would be a prop for the "animation" and so it would be set up as an "AnimObject" and referenced in two places. The first is the category under Miscellaneous where the path to the nif is defined, and the other is in the Gameplay/Idle Animations dialog, where you probably don't have to do anything - this connects the pose to the object, and I don't expect any name issues there.
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Gavin boyce
 
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Post » Sun Jan 30, 2011 2:10 am

Any nif in a pose mod would be a prop for the "animation" and so it would be set up as an "AnimObject" and referenced in two places. The first is the category under Miscellaneous where the path to the nif is defined, and the other is in the Gameplay/Idle Animations dialog, where you probably don't have to do anything - this connects the pose to the object, and I don't expect any name issues there.


Thanks for your reply. I read about that 'Miscellaneous' part somewhere else on my search yesterday, so it may be a good direction. Only - I was not able to locate this categori,e neither in my Nifscope nor in my CS (at least it is not a part of any menue there). Can I ask you for another hint where I can find that Miscellaneous category? Is it 'hidden' under a right-click somewhere? Maybe it may sound a bit stupid for a Pro, but if you make your first steps in this cosmos by changing here and there, simple things like that can become to huge problems... ;)
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Taylrea Teodor
 
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Post » Sat Jan 29, 2011 11:57 am

Miscellaneous is a category in the Object Window, with Actors, Items, Magic and WorldObjects.

AnimObjects is its first sub-category.
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Emily abigail Villarreal
 
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Post » Sun Jan 30, 2011 12:58 am

Miscellaneous is a category in the Object Window, with Actors, Items, Magic and WorldObjects.

AnimObjects is its first sub-category.



Ah, wonderful! I just tried it out and it works perfect. Many, many thanks for that great help, I'm trying to find a solution for this animations with nif-files since weeks. Now I can go on and make my own 'best of' pose mode that I can use in my games. Thanks again!
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Dalley hussain
 
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