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[Oblivion] MAO - Mayu's Animation Overhaul



Elder Scrolls IV - Oblivion





Topics and discussions on modding the popular Elder Scrolls IV Oblivion game produced by Bethesda Softworks.
145 posts • Page 3 of 29 • 1, 2, 3, 4, 5, 6 ... 29

Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Dark Mayu » February 4th, 2009, 12:44 pm

If everything works out(time), than I can upload version 1.0 this weekend(I guess sunday around daytime{in europe, D'oh!}).

Good News: I got the permissions to add compatibility patches for Blood & Mud as well as for OOO!

Later one will follow 1st, probably about 1 week later(sorry about the time delay, but I'm writing a test next week...)
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Strange Angel » February 4th, 2009, 1:06 pm

EEEP! BLOOD AND MUD!!! I LOVE YOU MAYU!!! |cheers|

That'll sure save me a lot of work making my own patch for it. It could potentially be more difficult than patching Kvatch Aftermath was with MRI. Even with the less cluttered MAO folder. There's also a lot of use of idle animations in Blood and Mud. ughhh adding those is hard. I'm not very good at that. Plus I mean Blood and Mud is huge! Still awesome news! Totally Awesome! But since I already started a new game without OOO, err I'm not sure if I can get it to work with my current game. Well there is a method with Wrye Bash right? err I'll figure it out when the patches are done! You rock Mayu! :D<>

By the way, no rush Mayu, I'm just happy to hear this, and grateful for all your work. :) Besides I'd probably do Blood and Mud after the main quest, and this character won't be done with that for a while considering I tend to pace my character for roleplaying value. Yes, I'm a dork. :geek:
Last edited by Strange Angel on February 4th, 2009, 1:18 pm, edited 1 time in total.
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Dark Mayu » February 4th, 2009, 1:17 pm

For the time being, I will only add an additional plugin for the use of the patches. Those have to be loaded after MAO(or after the patched mod), so you won't need to tweak the MAO base plugin^^. Later, I will create a scripted omod which checks your load order and applies the proper base plugin with all patches included(to prevent cluttering the load order).
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Strange Angel » February 4th, 2009, 1:19 pm

And more good news to follow! |:D
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Dark Mayu » February 6th, 2009, 11:54 pm

Yes, almost done! :yeah:
Earlier than expected, I'm able to upload MAO 1.0 on saturday instead of sunday^^. That is also a wonderful oppertunity to start working on the OOO patch as well as the non-SI version
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