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Fores new idles in skyrim nexus
Fores new idles in skyrim nexus







fores new idles in skyrim nexus

However due to the lack of necessary behavior information they cannot be used for regular combat animations. They can be used for all kind of simple animation tasks, (hopefully) including idle based combat overhauls like Oblivion's DR6 and CCAO.

Fores new idles in skyrim nexus mod#

To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors.Ĭurrently this mod provides 400 additional animation slots.

fores new idles in skyrim nexus

Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify behaviors as well (none known as of today). The animation slots are implemented by extending Beth's behavior files (which was only possible thanks to TheFigment aka TheHologram's amazing ). Modders can use the new animation slots to implement there own (behavior independant) animation invocation and synchronization. (Note: although there can be different NPCs performing different animations at one time, this mod does not provide any synchronization of these animations, as needed for example in somne advlt type animation mods). Gamers can use it to make NPCs perform any standard or custom animation by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells. It does this by creating (400) new animation slots in the Skyrim Behavior files.

fores new idles in skyrim nexus

Allows you to add and play new Idle Animations without having to deal with nasty work-arounds, like replacing existing animations and creating temporary pseudo-races.









Fores new idles in skyrim nexus