Oblivion

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ElAlquimista

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  1. Myst42
    Myst42
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    To people who liked it: I'm very glad you did! I make mods mostly for myself, but releasing them is only because I think maybe they can improve other people's gaming experiences too just as they do with mine. It's really nice to know my work is making other people happy too! 
     
    Install Help Section
    To people who say it doesn't work: Here's how the GAME works - Game looks for animations in: Oblivion/Data/Meshes/Characters/_Male
    Originally, these files are compressed in a bsa file in Data folder. The bsa contains a folder structure of it's own, identical to what you see under Data and more. A lot of mods, work by placing files that override the compressed ones, so you have a compressed file that's not being used and a modded file located in a folder. With a proper override system, the game will use files in folders over the ones in compressed bsa.
    So, installing this, is just a matter of placing these files in their locations and letting the game read them instead of it's vanilla ones.
     
    The specialanims system uses an extra folder under _male where it searches for SOME (and only some) special animmations. Other mods and previous versions of this mod came with a Specialanims.esp plugin file which made the game read that subfolder when looking for a few specific player-only anims, BUT, It STILL searched the _male folder for NPC anims and the rest of animations which were not included in the plugin file. Now with Blockhead, that shouldn't be an issue since it no longer depends on a plugin, but on a file renaming mechanics instead.
    If you can understand this system, you can own your folders, you have one that controls NPC anims and one that controls special animations. You can move, change delete and do whatever you want. And yes, even mixing stuff from this mod with stuff from other animation mods.

    Most "it doest work" times are most likely caused by a wrong override system, where the game is still searching for files in bsa files over files in folders. You need to correct that by a proper "bsa override" - here: ArchiveInvalidation
    Another type of Archive Invalidations include using OBMM, NMM and Wrye Bash (My personal favorite).
    A way to test the override system is attempting to install other replacer mods. There are lots of them all over nexus. This site is full of mods that add better versions of vanilla files. Most of them should do the trick, even other animation replacers.
    If after doing everything properly, it still does not work, then I can no longer help and either you're doing it wrong (even if you believe you did it right) or you have issues with another mod or another thing in your installation which is beyond my comprehension.
     
    Disconformity Section:
    About suggestions - If you genuinely think something can be improved, I'm open to suggestions, even though I consider this mod finished on my part. I may always consider something and if it interests me enough... maybe.
    To "I Dont like it" people. You're entirely free to have your opinion. But if you dont like it, there are tons of other mods out there for you to try, and if you still dont like them, you can always go back to vanilla. Alternatively, if you think you can do  a better job, then go make your own animations.
    To trolls: Here is a picture of how much I care for your negative opinion.
    Trolls will be deleted, ignored and or reported on sight, thank you.

    To the remaining reasonable human beings out there, Hope you enjoy and thank you for playing. Cheers!
  2. Myst42
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    ANNOUNCEMENT:
    I believe this mod is finished as far as my preferences go. So I wont be working on it again except maybe if a real bug is found or I decide to change something.
    So far no new issues that I'm aware of, and if any, its usually Blockhead and/or Oblivion Reloaded's mechanics, which is not my area of expertise as these other two great mods are still being developed by other modders.

    I made this mod with some extra animations like dual wield and combat staff stances among others... Truth is, in my ideal game world, you would have more types of weapons like these also. Oblivion is limited to 1Handed, 2Handed, Bow, Blade and Shield and Staff. But no actual Dual Wield, or Combat Staff or hell, even weirder weaponry...
    But changing the way those mechanics work, is out of my league, it would require scripting and other stuff I totally suck at.
    Which is why I encourage people to try new stuff and even use this mod as a modders' resource in case one day, someone actually knows how to implement more weapon type mechanics into a very old but still active game.

    As for complains about "something not being perfect enough for you" I encourage people to try and make their own animations instead of complaining about other people's work. If anyone thinks they can do better, by all means try.
    I even wrote a tutorial for it. It's on my DA page if you can find it... Try asking around for the Drunken Crafter's Inn and maybe that will get you somewhere...
  3. WarXamster
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    Good mod, something to fix those idle slouching poses, has good consistency (if you tweak it), and adds turning animation when standing still.
    No good alternative on nexus.
    But the install is not easy, and the default configuration is a bit strange.

    My manual setup (Mod Organizer 2):
    Install Blockhead.
    1)
    Download Combat Stance Reanimation, open, copy Meshes folder (Combat Stance Reanimation v3.0-43695-3-0\Core\Meshes) to:
    MO2\overwrite\
    (^to find this location, in MO2 window press RMB on "Overwrite" at the bottom of the mod list, then "Open in Explorer")
    So the structure looks like this:
    MO2\overwrite\Meshes\Characters\_male
    2)
    Then open:
    MO2\overwrite\Meshes\Characters\_male
    remove TwoHandFastForward.kf (reverts to vanilla run animation with 2h, modded isn't good)
    3)
    From:
    Combat Stance Reanimation v3.0-43695-3-0\Variations\Specialanims\OneHand\00 MAIN
    Combat Stance Reanimation v3.0-43695-3-0\Variations\Specialanims\TwoHand\00 MAIN
    copy all files to:
    MO2\overwrite\Meshes\Characters\_male\SpecialAnims
    confirm overwrite (those versions are supposed to be there by default, in SpecialAnims folder).
    Now 1h and 2h animations are more consistent.
    4)
    For Hand2Hand, open:
    MO2\overwrite\Meshes\Characters\_male\SpecialAnims
    and remove 3 files:
    HandToHandIdle_BLKD_PERNPC...
    HandToHandTurnLeft_BLKD_PERNPC...
    HandToHandTurnRight_BLKD_PERNPC...
    Then open:
    MO2\overwrite\Meshes\Characters\_male
    and
    Combat Stance Reanimation v3.0-43695-3-0\Variations\Specialanims\HandToHand\01 Showoff
    and replace HandToHand files inside "_male" with "01 Showoff" version (renaming required).
    This will make everybody have Showoff H2H stance.
    And you'll have that in inventory screen. What is shown in inventory is affected by "_male" folder. SpecialAnims folder overwrites animations for player character, but inventory is unaffected.
    5)
    For Staff, open:
    MO2\overwrite\Meshes\Characters\_male\SpecialAnims
    and remove 3 files:
    StaffIdle_BLKD_PERNPC...
    StaffTurnLeft_BLKD_PERNPC...
    StaffTurnRight_BLKD_PERNPC...
    (will remove Showoff idle from player, it doesn't fit with running or walking)
    6)
    Jumping is a bit weird, its changed for TwoHanded but unchanged for everything else.
    It looks the same as Feminine version from Stylish Jump - Animation Replacer.
    Download that mod, unpack its archive, go to:
    Normal\Meshes\Characters\_male
    Remove StaffJumpLand & StaffJumpLoop (those jumps don't fit the Staff stance, so we're better with vanilla).
    Copy these two files:
    OnehandJumpLand.kf
    OnehandJumpLoop.kf
    and paste them into some temporary folder. Keep pasting till you have 10 files total in there.
    Now from _male folder, copy the names of each ...Land.kf and ...Loop.kf file pair to your 10 total files (dont mix the types),
    ignore DodgeBack.kf, and dont forget to create a new name: JumpLand.kf, as a pair for JumpLoop.kf.
    Thus, every Land&Loop file is based on Onehand variant. Paste the contents of your temporary folder back into:
    Normal\Meshes\Characters\_male
    Then copy everything from _male to our Combat Stance Reanimation install:
    MO2\overwrite\Meshes\Characters\_male
    confirm overwrite.
    Done.
    Bonus.
    For female player idle, you can get Seductive idle for player
    Try "seductive idle a - blockhead version", open archive, take the file
    Idle_BLKD_PERNPC_Oblivion.esm_00000007.kf
    place into:
    MO2\overwrite\Meshes\Characters\_male\SpecialAnims
    1. VestedOsprey
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      thank you so much man you are a life saver for giving these detailed instructions
  4. nasral228
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    The animations look really really great but I’m disappointed by the thing there’s no option without BBB. How can I remove it?
  5. Neitor918
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    Now everyone stands as if they have osteoporosis, weird stiff animation.
  6. LocalNimrod
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    Mod will not work no matter what I do. I installed it through MO2, and only the unarmed & longsword stances would play. Blocking was the same, walking was the same, nothing changed. Character in the inventory menu never had these stances either. Tried installing manually, and same thing. Since it's unlikely this mod will be updated ever again, I'm sad to say I'm passing on this mod. 
    1. Lunafeir
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      Hi! In case you find yourself back here (or anyone else has similar troubles), I'd like to give a rundown of how to install this. Firstly, make sure you installed the prerequisite mods.

      From my personal experience it works best with a manual download, not MO2. This is how I do it:After downloading it, open the "Core" folder and put "Meshes" into your Oblivon/Data folder.Open it and follow the path.Meshes/Characters/_maleNotice how their is a folder "SpecialAnims" and a bunch of other .kf files? These .kf files work normally, you don't have to do anything there. It is the "SpecialAnims" folder that we are interested in. Open it and move that window aside for later use.Move back to the original zip file.Open "Variations" and then "Specialanims". Inside you will see weapon categories. Let us start with the easiest one: "Bow". Open it and then "00 MAIN". You'll see the animations with "BLKD_PERNPC" in their names. Drag these into the "SpecialAnims" folder we previously set aside.Now you'll have bow animations!For the other weapon folders it is the same process, though they have options to choose from--don't drag all of them in, choose one."TwoHand" has a lot of options for example, my preference being "01 Knight". Open whichever one you like and similarly drag it into the "SpecialAnims" folder. Do the same for the other weapon categories and you're good to go!
    2. LocalNimrod
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      I actually figured out how to fix it through another commentor here. Thank you, though, for the in-depth explanation!
    3. RavenBurns30
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      How do you get the walking/running animations to work on the player? I can only get Idle animations to work. 
  7. RavenBurns30
    RavenBurns30
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    I can't seem to get the walking/running, casting and some other animations to work on the player. 
  8. Dellmizzle
    Dellmizzle
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    So are these meant for a female character only? *Read more of the main page and I see you tried to make this mod unisex. Wow thank you for that
  9. nextlvlroy
    nextlvlroy
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    Has anybody installed this using MO2? I've tried, but, but MO2 doesn't cooperate with this mod at all.
    1. Neko0Sensei
      Neko0Sensei
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      Same. MO2 says the content of <data> is not valid.
    2. thenickm2
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      if you just want the default options/variations, you can just right click the "Core" folder and hit "set as data directory":


      if you want to use the variations, you'll have to manually setup the folder structure which gets a little more involved and (to me, at least) wasn't worth the extra effort as the default options look pretty good
    3. LocalNimrod
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      holy s#*! tysm, i was hoping i wouldnt have to install manually
  10. reijitakigawa
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    each folder is messy and have a quite lot of fancy names BLKD etc, why not make it simple like '' BowIdle.kf '' 
    1. FireTehVahu
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      It is needed in order to work with blockhead. This means you don't have to blockheadize the animations yourself using the animation blockheadizer
  11. KazuhiroTekekawa
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    The mod worked properly, just paste from the "core" folder, everything that is there. I really like this defense and walking animation. Thank you :)
  12. Skrypto2
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    Apparently this mod is crashing my game, after every crash ive seen this in messagelog: Script 'aaaSoulDualOffHandScript', line 3: Error Executing line (Offset 104). I just give up, cant find anything similar to it on internet

    Edit, its most likely not the mod but the fact my quicksaves becomes corrupted instantly after making them, full saves works fine with this mod. Feeling kinda dumb.