What does this error mean? NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "Idle" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "Idle2" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "Idle3" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "Idle4" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "Idle5" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "RunForward" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "WalkForward" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "KnockOut" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "TurnRight" for "CLONE ogrim00000000". NiAnimation Error: Object "jaba" not found in NiAnimation. Unable to LayerActivate for AnimGroup "TurnLeft" for "CLONE ogrim00000000".
So I finally fixed the problem. I will post it here in case someone else gets this problem: Daedric Intervention mod: https://www.nexusmods.com/morrowind/mods/46044. Specifically Daedric Intervention creatures Ogrim replacer folder of this mod. It has 3 meshes for the Ogrim. Clannfear_daddy.nif, xclannfear_daddy.kf (which I think is a animation file for the Ogrim creature but not 100% sure because it ends with .kf, and xclannfear_daddy.nif. I had previous downloaded and installed Daedric Invervention mod...so I had these three files on my meshes.
What happened is I downloaded SmoOgrim mod...this mod and it replaced only the first mesh (Clannfear_daddy.nif and leaving the other 2 files from Daedric intervention on there. So that is what caused my animation problems with the Ogrim creature in my game.
I basically had to download Daedric intervention again and copy the Ogrim files from that mod and then delete all 3 from my meshes folder. After that I re-installed SmoOgrim mod...this mod and now my meshes/r folder only has 1 ogrim mesh file: Clannfear_daddy.nif from this mod. After that my animation error Ogrim problems disappeared from my game.
Obviously the files are incompatible with each other from both mods the meshes and the .kf file. I had no help whatsoever. Thru trial and error I found the error and fixed it myself. Trying various means..first thinking it had to do with general animations, which was totally not the case just specific to the Ogrim.
Your smoOgrim is the best mesh even better than Daedric intervention mesh for this creature in game so I will keep yours and...thank you.
The first file is the same as the two others combined (in the original game assets), so, the geometry and the animation together - but it is not actually used in the game, it only functions as a reference. It must be set in the Construction set as the art file for a creature, but it can actually just be an empty file or whatever else (in fact, Daedric Intervention uses a file that only contains the invisible "skeleton" of the Ogrim that controls its movement, but it could have just been left out of the mod). The second file, as you guessed, contains the animation (not counting things like the facial animation of the Ogrim, which is handled differently), and the third file the geometry. These two are used by the game to make up the finished creature. For replacers it is therefore enough to contain the xcreature_name.nif to change the appearance of a creature, the animation is kept unchanged. This is how my mod does it. For the animation, the original xClannfear_Daddy.kf is used, which is inside the Morrowind.bsa.
Now, Daedric intervention comes with a completely new model for the Ogrim which also has its own .kf file. I don't know if the animation is actually different, but there appears to be a difference in naming - it is looking for a node called "jaba", which is not found in the original model, and thus, not in my mod.
What you should have done is remove the xClannfear_Daddy.kf and keep the xClannfear_Daddy.nif from my mod as it is. If you renamed it to Clannfear_Daddy.nif and removed both other files from DI, you will get the original model in the game.
Your so knowledgeable, guess why your a wonderful mod creator over the years. I will look into the files again and experiment a bit. I will try your suggestions. Thank you so much.
Done. Looks great and working. Its wonderful. Thanks again.
I'm afraid that's rather unlikely at this point. Still working on finishing some old stuff I have still lying around and I don't think I'll start anything new in the near future. But it also somewhat depends on how long the corona crisis still lasts...
You're on a roll, Pherim:) Brilliant work all around, but this looks so much better than the default model it is really striking. Thanks for all you do for this great old game.
Thank you. Well, it looks like I am, but I'm merely finishing some old stuff I had lying around for a long time.
However, the Ogrim actually is a completely new mod I started just a few days before I released it. Most of my other recent releases have been on my computer for much, much longer.
i've got a set of normalmaps made for the ogrim. if you'd like i can upload them so you can set the texture path for your model for regular morrowind users. PM me if you're interested.
Are they also based on Intelligent Textures, like your other normal maps? Sure, I can try them out and see if I can make them look good in Morrowind with MCP.
i missed your reply. sorry for the late response. i'd been fiddling with trying to make the tiddies look rounder for the vanilla model, but i can recompile the texture without it. i'll have it uploaded later and i'll PM you. definitely interested to hear how it looks to you in original morrowind since getting the normalmaps to look good in OpenMW is a chore.
18 comments
Unable to LayerActivate for AnimGroup "Idle" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle2" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle3" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle4" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle5" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "RunForward" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "WalkForward" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "KnockOut" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "TurnRight" for "CLONE ogrim00000000".
NiAnimation Error: Object "jaba" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "TurnLeft" for "CLONE ogrim00000000".
So I finally fixed the problem. I will post it here in case someone else gets this problem: Daedric Intervention mod: https://www.nexusmods.com/morrowind/mods/46044. Specifically Daedric Intervention creatures Ogrim replacer folder of this mod. It has 3 meshes for the Ogrim. Clannfear_daddy.nif, xclannfear_daddy.kf (which I think is a animation file for the Ogrim creature but not 100% sure because it ends with .kf, and xclannfear_daddy.nif. I had previous downloaded and installed Daedric Invervention mod...so I had these three files on my meshes.
What happened is I downloaded SmoOgrim mod...this mod and it replaced only the first mesh (Clannfear_daddy.nif and leaving the other 2 files from Daedric intervention on there. So that is what caused my animation problems with the Ogrim creature in my game.
I basically had to download Daedric intervention again and copy the Ogrim files from that mod and then delete all 3 from my meshes folder. After that I re-installed SmoOgrim mod...this mod and now my meshes/r folder only has 1 ogrim mesh file: Clannfear_daddy.nif from this mod. After that my animation error Ogrim problems disappeared from my game.
Obviously the files are incompatible with each other from both mods the meshes and the .kf file. I had no help whatsoever. Thru trial and error I found the error and fixed it myself. Trying various means..first thinking it had to do with general animations, which was totally not the case just specific to the Ogrim.
Your smoOgrim is the best mesh even better than Daedric intervention mesh for this creature in game so I will keep yours and...thank you.
As you have already stated, there are three individual files for each creature:
creature_name.nif
xcreature_name.kf
xcreature_name.nif
The first file is the same as the two others combined (in the original game assets), so, the geometry and the animation together - but it is not actually used in the game, it only functions as a reference. It must be set in the Construction set as the art file for a creature, but it can actually just be an empty file or whatever else (in fact, Daedric Intervention uses a file that only contains the invisible "skeleton" of the Ogrim that controls its movement, but it could have just been left out of the mod). The second file, as you guessed, contains the animation (not counting things like the facial animation of the Ogrim, which is handled differently), and the third file the geometry. These two are used by the game to make up the finished creature. For replacers it is therefore enough to contain the xcreature_name.nif to change the appearance of a creature, the animation is kept unchanged. This is how my mod does it. For the animation, the original xClannfear_Daddy.kf is used, which is inside the Morrowind.bsa.
Now, Daedric intervention comes with a completely new model for the Ogrim which also has its own .kf file. I don't know if the animation is actually different, but there appears to be a difference in naming - it is looking for a node called "jaba", which is not found in the original model, and thus, not in my mod.
What you should have done is remove the xClannfear_Daddy.kf and keep the xClannfear_Daddy.nif from my mod as it is. If you renamed it to Clannfear_Daddy.nif and removed both other files from DI, you will get the original model in the game.
Done. Looks great and working. Its wonderful. Thanks again.
Thanks for all you do for this great old game.
However, the Ogrim actually is a completely new mod I started just a few days before I released it. Most of my other recent releases have been on my computer for much, much longer.
definitely interested to hear how it looks to you in original morrowind since getting the normalmaps to look good in OpenMW is a chore.