MAO and vWalk ESPs

Post » Wed Apr 06, 2011 9:22 pm

Greetings,

I am currently rebuilding my Bashed Patch which takes about 7 minutes, so I thought I'd post this real quick while it was on my mind. I am running http://www.tesnexus.com/downloads/file.php?id=28223 along with http://www.tesnexus.com/downloads/file.php?id=19796. Since adding MAO, it doesn't appear as though NPCs use the vWalk ESPs at all anymore.

What I am wondering is, first of all is that expected? The demos I've watched and the docs I've read all seem to focus on combat animations dealing w/ MAO. If MAO truly stops the NPCs from using the vWalks, is there any reason to have Sensual Walks still in there? I'm trying to get rid of unnecessary "clutter" in my load order, and if Sensual Walks aren't being used I'd just as soon get those ESPs out of there.

Thanks in advance!
veg
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GabiiE Liiziiouz
 
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Post » Wed Apr 06, 2011 5:06 pm

Greetings,

I am currently rebuilding my Bashed Patch which takes about 7 minutes, so I thought I'd post this real quick while it was on my mind. I am running http://www.tesnexus.com/downloads/file.php?id=28223 along with http://www.tesnexus.com/downloads/file.php?id=19796. Since adding MAO, it doesn't appear as though NPCs use the vWalk ESPs at all anymore.

What I am wondering is, first of all is that expected? The demos I've watched and the docs I've read all seem to focus on combat animations dealing w/ MAO. If MAO truly stops the NPCs from using the vWalks, is there any reason to have Sensual Walks still in there? I'm trying to get rid of unnecessary "clutter" in my load order, and if Sensual Walks aren't being used I'd just as soon get those ESPs out of there.

Thanks in advance!
veg


As far as I remember MAO is taking care of any animation that load before it, that would mean you have to load all the Sensual Walk esp's after MAO to see them work.
I am getting up in years and my memory is not what it used to be but maybe worth a try.

Crash
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jaideep singh
 
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Post » Thu Apr 07, 2011 12:53 am

As far as I remember MAO is taking care of any animation that load before it, that would mean you have to load all the Sensual Walk esp's after MAO to see them work.
I am getting up in years and my memory is not what it used to be but maybe worth a try.

Crash


Thanks for the reply. And yes, what you are describing is pretty much how I understood it as well. And as much as I like the idea of diverse walking styles being used by the NPCs in the game, I also realize that this introduces another a performance hit as each NPC "agent" determines what style it should use. So, I guess I'm saying that, if it's true that MAO is overriding those walks, then I might as well take Sensual Walks out of the mix completely. As I understand it, I would see no difference from the way NPCs are behaving now w/ MAO active in my load order.

Does that make sense? I'm not so much trying to get Sensual Walks to work.... it's really more about determining if it's even doing anything anymore. If not, I see no reason to keep it. I'm just not sure my understanding is as solid as it should be.
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Dan Endacott
 
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Post » Wed Apr 06, 2011 12:59 pm

What MAO does is redirecting the animations the Vanilla NPC's uses from the meshes/character/_male folder to another folder, while the player continues to use the animations in the meshes/character/_male folder. This does not only deal with combat animations, but with All animations, including walks. NPC's from mods that isn't integrated into the MAO mod should still be able to use all animations in the original folder though. I guess what you could try and do is to move the vWalk animations into the Meshes\Mayu's Projects[M]\Animation Overhaul\Vanilla folder instead, since those are the animations that are supposed be redirected. Dunno if it will work though, but as I said, you can try =3

... maybe you should backup the original animations as well just in case, iono.

EDIT: though if you load the vWalk esp file (if it has one? I guess it has, but I dunno, since I haven't used it) after MAO, it Should work anyway.
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HARDHEAD
 
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Post » Thu Apr 07, 2011 12:37 am

What MAO does is redirecting the animations the Vanilla NPC's uses from the meshes/character/_male folder to another folder, while the player continues to use the animations in the meshes/character/_male folder. This does not only deal with combat animations, but with All animations, including walks. NPC's from mods that isn't integrated into the MAO mod should still be able to use all animations in the original folder though. I guess what you could try and do is to move the vWalk animations into the Meshes\Mayu's Projects[M]\Animation Overhaul\Vanilla folder instead, since those are the animations that are supposed be redirected. Dunno if it will work though, but as I said, you can try =3

... maybe you should backup the original animations as well just in case, iono.

EDIT: though if you load the vWalk esp file (if it has one? I guess it has, but I dunno, since I haven't used it) after MAO, it Should work anyway.


thanks very much for the info. In this particular case, a vWalk.esp was made for many of the major "mods" (for lack of a better word). For example, there's a vWalk.esp for SI, and another one for Bartholm, and another for Glenvar Castle, and so on. So it's not a matter of moving one ESP... it would be a matter of moving bunch of them, and I'm not really keen on that idea.

Sounds like I'm headed for just taking Sensual Walks out altogether. It doesn't appear to be doing anything now, and I don't think I want to mess around w/ my load order to see if I can make it do something.

thanks again for the input!
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Daniel Lozano
 
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Post » Wed Apr 06, 2011 11:21 am

thanks very much for the info. In this particular case, a vWalk.esp was made for many of the major "mods" (for lack of a better word). For example, there's a vWalk.esp for SI, and another one for Bartholm, and another for Glenvar Castle, and so on. So it's not a matter of moving one ESP... it would be a matter of moving bunch of them, and I'm not really keen on that idea.

Sounds like I'm headed for just taking Sensual Walks out altogether. It doesn't appear to be doing anything now, and I don't think I want to mess around w/ my load order to see if I can make it do something.

thanks again for the input!


I think that is not was Tottelini meant.
As far as I understand It's not the esps he suggested to move it's the files in the Meshes\Characters\_male\idleanims and specialanims folders. Vwalk is assigning the different animations (Real walk, sixy walk, etc.) to the NPCs of the respective MODs, to my understanding he suggests you take the animation files (kt, kf extension) of the underlying animations into the Mayu folder.

But then I am not very familiar with either VWak nor Mayu. I think that no female except the ones of a certain profession walk like that in real life and the Ladies I have in mind also do it only when on duty.
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Ana
 
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Post » Wed Apr 06, 2011 4:25 pm

I think that is not was Tottelini meant.
As far as I understand It's not the esps he suggested to move it's the files in the Meshes\Characters\_male\idleanims and specialanims folders. Vwalk is assigning the different animations (Real walk, sixy walk, etc.) to the NPCs of the respective MODs, to my understanding he suggests you take the animation files (kt, kf extension) of the underlying animations into the Mayu folder.


You are undoubtedly correct. I seem to be making it a habit of completely misconstruing advice lately! It seems I really understand this even less than I thought I did! Certainly not the first time for that either...

Well, I think I shall leave well enough alone for now until I know what I'm doing. But if anyone could point me to some good docs on how animations like walks and such work (in Oblivion that is, not in general, please), that would be awesome. The mods tend to have info pertaining to their functionality only (as they should)... they are not really great resources for learning how the system works.

But then I am not very familiar with either VWak nor Mayu. I think that no female except the ones of a certain profession walk like that in real life and the Ladies I have in mind also do it only when on duty.


Heh, what can one say to that? lol! :goodjob: :goodjob:
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Princess Johnson
 
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Post » Thu Apr 07, 2011 12:41 am

You are undoubtedly correct. I seem to be making it a habit of completely misconstruing advice lately! It seems I really understand this even less than I thought I did! Certainly not the first time for that either...

Well, I think I shall leave well enough alone for now until I know what I'm doing. But if anyone could point me to some good docs on how animations like walks and such work (in Oblivion that is, not in general, please), that would be awesome. The mods tend to have info pertaining to their functionality only (as they should)... they are not really great resources for learning how the system works.


Heh, what can one say to that? lol! :goodjob: :goodjob:


Well, as I said before I am not very familiar with animation MODs, because I do not really understand how and what this MODs are doing to my game but I know that Sangel2525 made some great Videos on the working of MAO. You may want to check those out at:

http://www.tesnexus.com/downloads/file.php?id=23246 (Chapter 1)
and
http://www.tesnexus.com/downloads/file.php?id=23491 (Chapter 2)

If you get a grip on the content you may be able to teach me a bit about it.

Crash
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Roanne Bardsley
 
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Post » Wed Apr 06, 2011 12:46 pm

Crash is right in that is what I meant =) And yea, those videos he linked to is also good to watch, and what is even better to do is to Read The Readme documents xD They tend to at least give a picture of what they do and how they work, at least I know MAO does.

Anyway, good luck.
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Lexy Dick
 
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Post » Wed Apr 06, 2011 3:31 pm

Thanks again for the advice! To be honest, that kind of got shelved for a bit while I tried to figure out what was broken in my FCOM build. Now that I've got it fixed (that sound you hear would be me knocking on wood! ), I think I'm just going to enjoy playing some and worry about further tweaks later. Now, later might be this coming weekend, who knows? :)

In any event, should I come across something interesting I'll post back. Thanks again to you both!
veg
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Jessie
 
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Post » Thu Apr 07, 2011 2:10 am

I think I'm just going to enjoy playing some and worry about further tweaks later. Now, later might be this coming weekend, who knows? :)

In any event, should I come across something interesting I'll post back. Thanks again to you both!
veg


I am looking forward to get some interesting news on the animations.

Enjoy your game.
Crash
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Sunnii Bebiieh
 
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