Weird camera behavior with mod

Post » Sun May 29, 2011 12:02 am

Well, i'm working for some time on modding, and after a lot of changes i got stucked with a bug of camera when creating a new game. The animation of player (only) has some kind of "ticks" around chest/head that stutter walking, aming, shooting, and in 1stpersonview make camera/screen unstable - still twisting left or right (mostly left). I know that this might be very sensitible to specific changes in the game however there are some clues:

- custom reaload animation (from nexus) may be connected to that
- custom, additional races (added for more immersion in the DC) basing on custom replacers (T3, Naouak)
- wrong ESM compilation/ reading with New Game.

In the FPV additionaly you can see hands twisted in unnatural position like flute playing or sth.

Has anyone ever seen such a strange thing? Can someone explain me what would be wrong with this?
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Andrea Pratt
 
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Post » Sat May 28, 2011 7:58 am

I remember having such an issue in oblivion when installing a custom race. It's probably a problem with either a new race or animation files. Try erasing your skeleton.nif (or kf? btw back it up, don't remember if it's in the .bsa :P ) and uninstalling any animation mods.
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John Moore
 
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Post » Sat May 28, 2011 2:32 pm

I remember having such an issue in oblivion when installing a custom race. It's probably a problem with either a new race or animation files. Try erasing your skeleton.nif (or kf? btw back it up, don't remember if it's in the .bsa :P ) and uninstalling any animation mods.

Thanks, thats what i think as well. Skeleton.nif is untouched inside BSA (meshes). Well. need testing what's that particularly :)

While creating any new race you need to have _male directory empty, either new race takes mistakes from modded animations, i believe. I don't know how it works exectly, but it seems to happen this way somehow.
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Emma Parkinson
 
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Post » Sat May 28, 2011 2:01 pm

Thanks, thats what i think as well. Skeleton.nif is untouched inside BSA (meshes). Well. need testing what's that particularly :)

While creating any new race you need to have _male directory empty, either new race takes mistakes from modded animations, i believe. I don't know how it works exectly, but it seems to happen this way somehow.

It is not the problem of the race, but custom animations used in the module. It looks like game uses those ones instead of normal ones like they got some kind of privilege or they not intentionally but practically override regular ones... I added few Umpa animations for idle markers and it looks i did it wrong - some of them are out of new calougue that should be created with new directory, they are exactly down to "idle" main catalogue (instead of "loose" or sth).

EDIT: the anwer is that new/custom animations must be added at the bottom of every branch, other way they are messed and played in incorrect order since a new animation takes place of some old one/s. Found on wiki for TES CS, there isn't mentioned anywhere aroud GECk, too bad.
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lolly13
 
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