Kinda new at adding custom content to my own mod that I play around with. Noticed that some content such as Q have there own version of a_ba_non_combat and so do other haks for anim purposes. They all seem to be different. Won't they coflict?
a_ba_non_combat
Débuté par
Ro Gar
, oct. 03 2011 08:53
#1
Posté 03 octobre 2011 - 08:53
#2
Posté 03 octobre 2011 - 10:04
<dealing the cards...>
Project Q includes some pretty nice anims, including Ninjaweaselman's Romantic anims ( Check out this thread :-)
<...without haking the deck>
Whichever a_ba_non_combat is in the top-most hak will over-ride/replace the lower-down/original anims.Ro Gar wrote...
Kinda new at adding custom content to my own mod that I play around with. Noticed that some content such as Q have there own version of a_ba_non_combat and so do other haks for anim purposes. They all seem to be different. Won't they coflict?
Project Q includes some pretty nice anims, including Ninjaweaselman's Romantic anims ( Check out this thread :-)
<...without haking the deck>
#3
Posté 05 octobre 2011 - 07:43
Yes, Thanks a lot, It's exactly what I thought. So I counldn't use-for instance-pc playlist hak that uses Lisa's holdable instruments [baseitem Tuilan] because the a_ba_non_combat seems much larger?
#4
Posté 06 octobre 2011 - 07:23
<squeezing 10 kilos...>
You *can*. The size of the mdl merely indicates that there are longer/more intricate anims. Ignore that. Try using the hak and see how it works ;-)
<...into a 5 kilo sack>
You *can*. The size of the mdl merely indicates that there are longer/more intricate anims. Ignore that. Try using the hak and see how it works ;-)
<...into a 5 kilo sack>





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