So far I have succeeded in extending ambient_ai with a new row (132) that references animations from ANIM_base. They play normally in-game as one would expect, and I've tried many of them just to make sure.
However, the blacksmith animations do not work, and that seems to be because they are mispelled in ANIM_base.
As you can see below from ANIM_Base, the blacksmith animations (ID 3025 to 3028) are written as 'blcksmth'.

The actual name of the animations as seen in the cutscene editor:

To remedy this I edited ANIM_base with the correct animation names and put the GDA in my module/override with an appropriate suffix to override IDs 3025 to 3028, as seen below. (to clarify I did not add 'mh.' to the animation names since none of the other animations in ANIM_base are using prefixes)

This is not working. I also tried overriding the entire ANIM_base instead of M2DAing it, as well as putting the files in core/override instead, but that didnt work either. When I boot the game the NPC defaults to the idle standing animation (ID 1) since it can't find the animation.
Can anyone see something I'm doing wrong?
Modifié par Kilrogg_, 25 mai 2010 - 01:53 .





Retour en haut






