So, i think you can use this with MO2, you just need to get the MO to OpenMW plugin.
MO2 just exports everything into the openmw.cfg anyways and from what i can gather it means you just have to set "Almaexia" as the data folder, and tell it to install, then animations and all the blend files are sitting in that folder. When you hit the export button it would then look similar to this in the cfg file. data="(wherever you put MO2)/MO2/mods/Almalexia's Cast for Beasts (OpenMW Exclusive)"
At least according to the openMW page and the readme you're just dumping it into a directory and pointing the data="" path in openmw.cfg to it so there shouldn't be an actual issue with it, just MO2 isn't happy due to how different this is from normal morrowind modding.
It does work just fine. You need OpenMW to MO2 tool. The mod will always remain and be displayed as an error and gray because it doesn't use the Data format, but it does work in game.
Quickest way (however you will not have the mod in your MO2 filetree). All of my mods are located in D:\modding\MO2\mods so after moving the unzipped files into that location I then edit the openmw.cfg and add: data="D:\Modding\MO2\mods\Almalexia's Cast for Beasts (OpenMW Only)"
an earlier comment suggested right clicking the file tree within MO2 itself and creating a data directory, however this doesn't work, and you just end up in a loop of "create data directory" and "delete data directory".
My mod will work to every creature that uses the Beast skeleton. Golden Saints and Dremora uses their own. But with OpenMW kf animation replacer I think that will not be difficult to implement Almalexias Cast for them. Just need to extract the movements from Animation Compilation and create folders with the name of the skeletons of that creature.
In theory, bipedal creatures use animations from xbase_anim.kf, if they do not have custom animations with given groups in their own KF files. IIRC, dremoras, Golden Saints and skeletons do not have custom casting animations (Golden Saints even do not have own KF file), so they should use basic ones (from xbase_anim.kf). So there is no need to create a separate folder for every creature in this case.
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MO2 just exports everything into the openmw.cfg anyways and from what i can gather it means you just have to set "Almaexia" as the data folder, and tell it to install, then animations and all the blend files are sitting in that folder.
When you hit the export button it would then look similar to this in the cfg file.
data="(wherever you put MO2)/MO2/mods/Almalexia's Cast for Beasts (OpenMW Exclusive)"
At least according to the openMW page and the readme you're just dumping it into a directory and pointing the data="" path in openmw.cfg to it so there shouldn't be an actual issue with it, just MO2 isn't happy due to how different this is from normal morrowind modding.
an earlier comment suggested right clicking the file tree within MO2 itself and creating a data directory, however this doesn't work, and you just end up in a loop of "create data directory" and "delete data directory".
MO2 does not recognize this mod as proper game content. I hope it still will load into Morrowind.
IIRC, dremoras, Golden Saints and skeletons do not have custom casting animations (Golden Saints even do not have own KF file), so they should use basic ones (from xbase_anim.kf).
So there is no need to create a separate folder for every creature in this case.