Anyhow, do you think it might be possible to remove the check on the number of idle sequences and fix "PlayGroup"/"LoopGroup" malfunctioning for NPCs? In ideal case as it was once proposed would be a function like "Play Animation sequence from file such and such". Oblivion has not a perfect by definitely more flexible animation control/scripting system (unlimited number of idles, etc.). Moreover, all seven idle sequences should in one file that should be attached to an NPC in the TESCS. "AIWander" allows to script seven idle sequences ("Idle3-9", "Idle" and "Idle2" are not supported to my knowledge/in my experiments). Another problem is more difficult even to explain: there is only one working NPC animation control scripting function: "AIWander" ("PlayGroup" and "LoopGroup" are not working for NPCs in many cases and MW installations ? result animations are "corrupted", and there are no direct animation control functions for PCs). Hence, is it possible to "remove" the check in MW/TESCS exes for NPC/PC bone names/number?Ģ. stimulation of muscle contraction (size/scale bone animation is supported in MW) probably, for body shaping sliders (like in many recent MMORPGs) as well as many others. "Extra" (in addition to "must have" bones) bones can be used for numerous purposes: hair/clothes/armor animation twisted bones for more natural rotation of arms and legs animation of additional body parts like wings, second pair of arms, two necks, etc. MW characters are assembled (body, clothes, armor parts are attached to animation nifs) based on body parts names and not on bones names ("Shield bone" and "Weapon bone" are exceptions). It is not that clear why this was done by MW developers: there is no game problem when kf file (x.kf) that contains less number of animated bones is used with a skeleton file (x.nif) that contains also other bones (the way around causes CTD). Unfortunately, unlike creatures, NPC/PC skeletons have limited number/names (hardcoded) of bones. Bones' nodes like "Bip01 Spine" or "Bip01 R Hand" are used for animation of NPC/PC geometry (body, clothes, armor parts) and in-game "attachment" of weapons, shield, torches. BTW, Oblivion does not have this limitation. Being specifically interested in MW NPC/PC animation system I would like to ask to consider possibility of the following modifications/improvements (I am not a programmer):ġ.
Joanne Crump Posts: 3457 Joined: Sat 9:44 amĭuring a discussion on another Forum topic I have been informed that the project team is working on a low code modification level. Should I fix the base item/enchanted item/cursed item stats that are inconsistent? It appears that some items have older values and weren't updated when the base items were changed in development. The decision was made so that topics specific to egg mining could be filtered much easier, and could be given no lore checks. I'm also adding a new class "Egg Miner" to seperate egg miners from regular miners. Just noticed that one of the Khajiit vampire cattle have the slavescript instead of the cattlescript.
I'll test it out, though Solstheim Undialog should overwrite any changes I've made, which is just a couple filtering checks. I haven't heard of any incompatibilities with Solstheim Undialog. Hmmm, I should deactivate MPP and check that. And sure enough, with TR removed from my loadout, Solstheim dialogue behaves again.Ĭan anyone verify this for me?Yes, and it is great that it disappears after being discussed, but I would prefer not to discuss it at all, at least not just off the boat in Seyda Neen, which is supposedly what Solstheim Undialog does.
So, looking at it, I found a possible lead in TR's entry for Solstheim, looking at a TESPCD conflict report. However, later it appeared and would not go away again, and I had recently installed TR. But I did notice that without any other fix, the subject disappeared after being discussed. I'm not versed enough in how dialogue works to be able to tell for sure from looking at the entry.
Now, does anyone know how to get Solstheim Undialog working with the MPP? I can't be the only one who doesn't like hearing about Solstheim the instant I get off the boat, but reordering mods doesn't seem to have have an effect.I could be wrong, but I have read (and annotated in the bugfixes guide) that the MPP does deal with it.