Morrowind

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Oshiel

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oshiel

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Animation Replacement Beta 2 by Oshiel This is a modified set of animation files, based on the first Beta released some time ago. Major changes to the original set include: Changes to the basic stances and attacks for all weapons except the bow and arrow. Added storm, torch, melee stances, and a few other idles. Attempted to correct som

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Animation Replacement Beta 2
by Oshiel

This is a modified set of animation files, based on the first Beta released some time ago.
Major changes to the original set include:

Changes to the basic stances and attacks for all weapons except the bow and arrow.
Added storm, torch, melee stances, and a few other idles.
Attempted to correct some of the issues with limbs going through the body while moving.
Here is a detailed list of the animation sets these files replace:

Crossbow
Death1-3
DeathKnockdown
DeathKnockout
HandtoHand
Hit1-5
Idle1-4
IdleSpell
IdleStorm
Torch
Shield
WeaponOneHand
WeaponTwoHand
WeaponTwoWide
HandtoHand
Crossbow
ThrowWeapon
Swim
KnockDown
Knockout
PickProbe
Walk
Run
Jump
Sneak
InventoryHandtoHand
InventoryWeaponOneHand
InventoryWeaponTwoHand
InventoryWeaponTwoWide

Disclaimer: This animation set still hasn't progressed beyond Beta status, unfortunately.
I've progressed a bit in terms of animation knowledge, but not enough in the particular way
things have to be done in MW. As such, they are still not quite at the level of quality I would
like, nor do they replace all the animation in the game. There's still a lot of work to do, both
on the animations themselves, and on getting them to work as well as the originals - notably,
the priority or blending settings that allow one animation to work with another. I haven't
learned the whole system well enough to make that work yet, but I'm going to continue
working on getting these better.

Disclaimer Part 2: This is (still) some seriously anime/ninja influenced animation. As such it
has been described as "over the top;" fair warning. For this set, I tried to tone it down a bit,
but in general its (still) something to play around with; try it out, and if you find the game a little
more fun playing with somewhat different animation, feel free to enjoy it. If not, please forgive
me - but remember that it did start out as a personal project =)

To use the animations, first extract the three files from the zip into a sub-folder in the
Morrowind/Data Files/Meshes folder you can easily recognize; i.e, make a new folder named
Reanimation or Animation Replacer. Alternatively, you can extract them directly to the meshes
folder; if you get the "Filename must be shorter than 32 characters" error when assigning the files
in the construction set, this method is preferable and will probably fix the issue.

Open the Construction Set and load Morrowind by clicking on "File" and then on "Data Files,"
then select Morrowind by double-clicking on "Morrowind.esm" and clicking "OK."

Once Morrowind has finished loading, click on the "NPC" tab in the "Object Window." Search
for the NPC named "player" and open the properties window by double-clicking on it. Choose
the race you will most likely play - the reason for this will be explained later. In the right-mid part
of the window, you will see the "Add Animation File" button. Click on it.

Now you will need to browse to the folder in which you've put the downloaded files. You'll see
you can only select "Complete.nif" or "xComplete.nif". The third file, "xComplete.kf," is not visible
here, but it is still needed, so please don't delete it. To replace the animation file, select the
"Complete.nif" file, not the one with an X in front of it. Click open. At this point, changing "player's"
race will reset the animations to the default and you'll have to go through the above process all over
again if you want the animations to work. Thus, its best to decide which race you plan to play
before setting up the mod.

There should be no missing texture errors for this file - I haven't encountered any - but if there are,
please ignore them, and press either "Yes" or "Cancel" for "Yes to All". Now press the "Save" button
to save the newly entered NPC data. After that you will need to save the Mod itself by clicking "File"
and after that on "Save". Type any name you like and save the file.

Now you've made your mod!

Of course, you'll want to try it out. Boot up the Morrowind Launcher and click on "Data Files". Select
your Mod by double clicking on it - it should be on the bottom of the list. Then start up Morrowind.

In order to see the animations, you must start a new game. When asked for the race, DO NOT
CHANGE ANYTHING, just press OK and then proceed through the CharGen as normal. If everything
is alright, you should be able to play with your new animations! There are slight problems with Better
Bodies and some of the armors due to the rather (but somewhat less) extreme movements, but they are
relatively negligible. Also, attempting to load save games in the midst of an existing game may cause a
CTD, due (I believe) to the game trying to reload the animations over each other, or something to that
effect. Once you have started and saved a game with the new animations, they will remain in effect for the
remainder of the game, and the game can be loaded and saved as normal.

Unfortunately, any script or spell that changes your animations (werewolfism in Bloodmoon is definite,
and I would assume the same is true of some of Cortex' Scripted Spells) will revert the animations back to
the default. A plus is the fact that you can assign the animations to any other NPC in the game and they will
work fine. They won't work for creatures or the Beast races, however, since the skeletons and note tracks
dont's match.

If there are any problems, please double-check the previous steps to make sure no steps were skipped. If
that still doesn't work, drop me a PM or an email.

If you don't like particular animation sets, I've been told that you can use Nifskope to rename the note tracks
so that they don't replace the existing ones. However, I'm not certain of the process - I'll try to find out what the
exact process for this would be so that I can include it in a later version of this FAQ.