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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 29 of 29 • 1 ... 25, 26, 27, 28, 29

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

Postby Rosenfeldt » June 27th, 2011, 12:26 pm

Hi, im in the same situation, could you perhaps explain how to compile a bashed patch so that i can understand it. Im an amateur, so many of the tutorials make no sense whatsoever
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby loder » June 27th, 2011, 12:53 pm

Hi Rosenfeldt, this topic might help you out.

http://modsreloaded.com/wrye-bash-bashed-patch-t3455.html?
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby lampuiho » July 21st, 2011, 3:40 pm

Errr, why is he banned..?

I think I know how to make a compatibility patch now. All we need to do is copy all the animation files to the mayu folder and copy all the animation entry in CS and make all of them point to that new folder, right?

I need to know if it's possible to do it in TES4Edit quick. Just copy all of them as new entries and add prefix to the editor IDs. And then change the animation path 1 by 1? (hope someone can write a program to automate this process, I don't have any knowledge about the format of esps and I don't have any programming tools either (even though I can download freeware but that means the software would be without interface)
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby Rebel O Conner » July 21st, 2011, 6:54 pm

lampuiho wrote:Errr, why is he banned..?

Sorry, this concerns only staff.
lampuiho wrote:I think I know how to make a compatibility patch now. All we need to do is copy all the animation files to the mayu folder and copy all the animation entry in CS and make all of them point to that new folder, right?

no, it doesn't work like this.
animations have no entry point, they're linked to the skeleton used for the NPCs.
for each character, you can choose animations played, but it can be done only point by point.
lampuiho wrote:I need to know if it's possible to do it in TES4Edit quick. Just copy all of them as new entries and add prefix to the editor IDs. And then change the animation path 1 by 1? (hope someone can write a program to automate this process, I don't have any knowledge about the format of esps and I don't have any programming tools either (even though I can download freeware but that means the software would be without interface)

TES4Edit is not a tool for that, and i don't think to create a program to do that automaticaly is possible.
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Re: [Oblivion] MAO - Mayu's Animation Overhaul

Postby tswdemonslayer » October 14th, 2011, 11:20 pm

Hi, I have some question in general about Load Order and Animation which consider to have body texture BBB?
Can I find a place where it give help with load order? I'm still not sure where shop, armor, chest, and animations go into the load order. Most people talk about OOO or MMM when trying to figure it out. Also the DLC Load Order. Deadly Reflex must be last with Deadly Reflex 6 HEX patch. Where does the Official DLC go when not been played yet? And where does MAO go in terms to this.
When I place Woman Move or Umpa's Sexy Walk above MAO, the animations seems to disappear, the reason for not have full time, is males look stupid with woman feminine run. DMC Stylish Sword Dancer was moved to _male folder and Spell Singer doesn't work with plug-in. Where does this go generally in the equation?
Can you help please?
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