Some More Stuff

Post » Sat Oct 30, 2010 2:17 pm

After seeing http://www.gamesas.com/bgsforums/index.php?showtopic=1069610 thread pop up, I was wondering if you had ever considered replacing the NPC death animations? Perhaps they could fake a ragdoll effect. I don't know.
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Sammygirl500
 
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Post » Sat Oct 30, 2010 7:12 am

Fake a ragdoll effect? I was just going to use some mocaps for them (which I could do this weekend), but I'll give this a try instead if you want.
Faking a ragdoll affect will just be like replacing the animations normally though, it wont bend with the enviroment or anything, I'm not sure how good it will look.

edit: btw zackg, despite what matilija said, I doubt Morrowind's archery system can be improved to Oblivion's level anytime soon. :(
Thanks for giving the animations a go.
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Zosia Cetnar
 
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Post » Sat Oct 30, 2010 10:26 am

Faking a ragdoll affect will just be like replacing the animations normally though, it wont bend with the enviroment or anything, I'm not sure how good it will look.

Yeah that's what I meant.
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Nicole M
 
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Post » Sat Oct 30, 2010 3:17 pm

EDIT: Why did it just grab a random quote? I KNOW WHAT I DID. *refuses to admit failure*

But I have a solution for one drive laptops! Get a disc image mounted as a 'Z' drive, so you never have to remove it! (and thus can never lose it!)

Anyhoo, the anims look a hell of a lot smoother than the defaults. I love 'em. Keep up the good work, Dirnae!
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bimsy
 
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Post » Sat Oct 30, 2010 4:28 am

I've started to notice that creatures that are humanoid -- golden saints, dremora, skeletons -- seem to be tremendously sped up with your animations in place, even when using the Slower Walk ESP file that was included with the mod. Has anyone else seen this type of behavior, or is something just off on my end? Any ideas for how I could tone their speed back down, maybe through a different game setting value?

Edit: Found the GMSTs for creature speeds and changed Max to reflect the setting on your maximum NPC speed. Everything is smooth sailing again =)
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Jessica White
 
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Post » Sat Oct 30, 2010 7:10 pm

I may have stated this before, but I noticed that in First-Person, the walking sounds appear to be sped up. This occurs with/without the Slower Walk.esp
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A Dardzz
 
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Post » Sat Oct 30, 2010 8:52 am

Dirnae, this is indescribable! Morrowind has been yearning for this for such a long time...
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Micah Judaeah
 
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Post » Sat Oct 30, 2010 2:36 pm

I've started to notice that creatures that are humanoid -- golden saints, dremora, skeletons -- seem to be tremendously sped up with your animations in place, even when using the Slower Walk ESP file that was included with the mod. Has anyone else seen this type of behavior, or is something just off on my end? Any ideas for how I could tone their speed back down, maybe through a different game setting value?

Edit: Found the GMSTs for creature speeds and changed Max to reflect the setting on your maximum NPC speed. Everything is smooth sailing again =)


Oops. Well you can see why I included the .esp now, NPCs walk way too fast w/o it.
What are the GMSTs called? I'll update the .esp for the next relz, or you can send me yours.

@Mirelurk: I've stated before (you must have missed it) that the .esp wont fix that, I need to make a 1st. person animation to match the 3rd person files.
The animation kit doesn't support 1st. person animations though, so I'll be doing this later, when I have more animations finished.

Thanks Demon Xen and Aulakauss for the support. An animation mod really is overdue, hopefully this mod'll turn out ok.
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Sasha Brown
 
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Post » Sat Oct 30, 2010 7:15 pm

What are the GMSTs called? I'll update the .esp for the next relz, or you can send me yours.


It's obviously a "fMaxWalkSpeedCreature" that is set to 300 by default..
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Arnold Wet
 
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Post » Sat Oct 30, 2010 1:59 pm

*slaps forehead*
Silly me!
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Heather M
 
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Post » Sat Oct 30, 2010 2:58 pm

Wish I would be that 'silly' ;)
btw I've tried your new anims and they are just great. Thank you! :goodjob:
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jessica sonny
 
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Post » Sat Oct 30, 2010 1:18 pm

Awesome Alexir, thanks for the GMSTs and for trying the animations out, I'll go edit the GMSTs now. :thumbsup:

Don't worry bout it Mirelurk, I should probably get stuff like that posted in the OP, but I'm too lazy and disorganised for that.
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Deon Knight
 
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Post » Sat Oct 30, 2010 8:28 am

It's obviously a "fMaxWalkSpeedCreature" that is set to 300 by default..


Yep, that's the one I changed.... I set it down to match Dirnae's fMaxWalkSpeed at 150, I believe, and Golden Saints no longer move at light speed. Are there any ill effects of using this lower value, do you think?
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Max Van Morrison
 
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Post » Sat Oct 30, 2010 8:17 am

I think it will affect other creatures such as nix-hounds, guars etc. too (though a lot of creatures walk too fast anyway).
I'm going to test it out, to see if the change is a good one. If it looks bad with some creatures, I'll decrease the speed by a smaller amount.
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Calum Campbell
 
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Post » Sat Oct 30, 2010 12:12 pm

Is there any way I could use the 1handed run animations without the walk anims? I love the new run animation, but the 1handed walk with weapon animation looks rather stiff, and it's bugged in first-person (The footstep issue).
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emily grieve
 
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Post » Sat Oct 30, 2010 11:28 am

I never finished that anim actually (that was based off an older version of the normal walk too).
I'll get it fixed up.

For now, open my animation folder, then open the 'male' folder, then delete WalkForward1h;.kf.
Rerun the animation kit and it'll be gone.
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victoria gillis
 
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Post » Sat Oct 30, 2010 10:07 pm

:D Thanks!
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Pumpkin
 
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Post » Sat Oct 30, 2010 6:38 pm

?What's next after this Dirnae?
Hopes for combat animations.

(edit: I keep getting these errors)



WRN: meshes\@_B_BonArm\Skeleton@x1.nif does not exist. There may be a problem with this mod. (@_armorSuit(AD).esp)
WRN: meshes\@_B_BonArm\Skeleton@x2.nif does not exist. There may be a problem with this mod. (@_armorSuit(AD).esp)
WRN: meshes\MElf\HM\xdancingboylong.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xhorizondance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xkickdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xmilldance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xmonkeydance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xroundaboutdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xswingdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xyoohoodance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xaliballet.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xalitecno.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xballet.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xcradledance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdancemovemusic.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdancetechnoshort.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdynamic_3.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
ERR: Error while performing Anim Error correction procedure: Failed to locate spine, left foot, or right foot bone in one of the NIF files.
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WYatt REed
 
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Post » Sat Oct 30, 2010 5:14 pm

I don't think it's my animations causing the errors.
It looks like it's to do with the Horror Mod, use the fix animation errors button on the animation kit, that should fix it.

The plan of action, is something like this I guess:

Sneak->Staffs/Spears->Jumping or Swimming->2Handers->Jumping or Swimming->HandtoHand->Deaths/Knockout (maybe earlier, they don't take long)->Marksman->Other Stuff
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Melissa De Thomasis
 
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Post » Sat Oct 30, 2010 9:01 am

The warnings are okay, I'm kind of curious about that warning about locating spine though. Hasn't effect your animations yet though.
I can't wait for a total revamp of the animations. So far the only person I know of who's tackled this was oshiel. His replacements are not so lore friendly though.
Keep up the great and amazing work, and know you have expectant fans!

(edit) The repair animation and install animation buttons are what causes this, perhaps I should try to contact liztail, is she still pretty active?
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Thema
 
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Post » Sat Oct 30, 2010 10:12 am

Thanks!
You could try contacting Liztail, though I think there was a thread with a similar error that came up recently. :/

Is your error like this? http://www.gamesas.com/bgsforums/index.php?showtopic=868016&view=findpost&p=15518813
I guess you could try Holycannoli's solution. I don't really have time atm to look into this (sorry, I've got mods to finish and revision to do!), but you could start a topic or post in that thread if any problems occur.
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Claire Jackson
 
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Post » Sat Oct 30, 2010 11:51 am

I don't post very often. But there are certain things that just deserve some major props.

Dirnae, your work has returned me to Morrowind after an extended hiatus. For that, and all of your hard work, you have my gratitude.

And while I'm at it I think I'll throw my hopes for beast race animation replacements with all the others before me. I play in first person though, so at least I don't have to watch my character wobble all day. Besides, it's your project. Go at your own pace and take on whatever order you want.

You've done an amazing thing for this game. I'll root for you all the way, man.
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Trent Theriot
 
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Post » Sat Oct 30, 2010 1:28 pm

Hi!

I've come across a strange problem. Some creatures added by CreaturesX mod and some MCA companions cannot walk or run. Their arms waver as if they are running but their legs are frozen, which, naturally, prevent them from moving. I'm using your animations. I don't know if it's the animations that cause such a bug; I haven't made a thorough torubleshooting yet. I just wanted to ask if you've ever heard or encountered such a problem, or is it even possible for your animations to cause such a thing? There is no problem with other NPCs, whether vanilla or added by MCA. Should I look for the culprit elsewhere?
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Rich O'Brien
 
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Post » Sat Oct 30, 2010 10:50 pm

Have you tried using the "Fix Animation Errors" button in LizTail's AnimKit?
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Rebekah Rebekah Nicole
 
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Post » Sat Oct 30, 2010 10:47 pm

Have you tried using the "Fix Animation Errors" button in LizTail's AnimKit?


I should have thought of it. It fixed the errors. Thanks a lot :)
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Franko AlVarado
 
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