This just made the game fresh for me all over again. The death animations, the variety and number of them just rule. Never playing another Skyrim without this :)
Just letting you know that the 'universal death animations' subfolder doesn't have any kind of like... conditions or anything in its config file. Doesn't even load it as replacer animations in OAR.
I'm using the variants feature from OAR which doesn't require random conditions, at least for the universal submodule. That is the reason isn't a "normal" animation replacer.
Right, but I'm still not getting them loading. In-game in the editor that submod is just listed as empty and I'm still getting the spinning death animation on NPCs with anything other than 2h weapons or having a shield equipped. I've been driving myself crazy trying to figure out how this thing works.
All the animations are there. The only thing that sticks out to me is in the config file is an "overrideAnimationsFolder" entry just below the priority that has an empty field next to it. The other two don't have that in them and is part of what's adding to my confusion.
Thanks for taking the time to put up with this and help me out, though.
EDIT: I figured it out finally - it was the character limit for the filepaths. The one for the Universal Death Animations was apparently a bit too long and after abbreviating things it loaded it up. Thought I had taken precautions to prevent that from happening but apparently not.
i replaced one of your animation with a custom one. This animation works too but the problem is, that the body is glued on the ground then and i can't drag the corpse away anymore. Do you have maybe have a solution for this? Maybe like a slight ragdoll after the animation played.
Hey Edryu. Thank you for taking the time to make this.
The permissions have been changed a bit, check the sticky post on the main Underdog page, so I can keep a closer eye to where my animations are distributed.
Also, I kinda feel that OAR isn't suited to handle the complexity and variance assignment of the death animations. Also also, I 'm almost finished updating the main mod, Death animations included, so keep that in mind when the update goes live.
The animations are great and the no spinning death patch works 100% on the nps.
Only for the player there is a second short animation triggered after the custom animations. Don't know if its the spinning one because it doesn't finish before the loading screen starts.
Anyone facing similar issues? The animations just wont play, I tried using both the no spinning death mod and path, and using neither of those. Also tried changing hairs from hdt smp to non hdt hairs, as it usually caused issues with the original underdog animations. Yet doesn't change anything, the player character just went ragdoll on death. No errors or crashes of the sort. Already got the latest version of OAR and had DAR deactivated, already have nemesis launched.
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Thanks for taking the time to put up with this and help me out, though.
EDIT: I figured it out finally - it was the character limit for the filepaths. The one for the Universal Death Animations was apparently a bit too long and after abbreviating things it loaded it up. Thought I had taken precautions to prevent that from happening but apparently not.
i replaced one of your animation with a custom one. This animation works too but the problem is, that the body is glued on the ground then and i can't drag the corpse away anymore. Do you have maybe have a solution for this? Maybe like a slight ragdoll after the animation played.
The permissions have been changed a bit, check the sticky post on the main Underdog page, so I can keep a closer eye to where my animations are distributed.
Also, I kinda feel that OAR isn't suited to handle the complexity and variance assignment of the death animations.
Also also, I 'm almost finished updating the main mod, Death animations included, so keep that in mind when the update goes live.
edit: just checked xedit and yes it does, good stuff
The animations are great and the no spinning death patch works 100% on the nps.
Only for the player there is a second short animation triggered after the custom animations. Don't know if its the spinning one because it doesn't finish before the loading screen starts.
If this could be fixed it would be perfect.