Do you want your NPCs to do something not already available in Oblivion, like using the Shivering Isles smithing animations? Or just dance around in an inn at night? There are several ways to do this. Most of them are highly problematic, though one is very easy, and very safe. To save time and space I'm only describing the easy and safe one, not the "use at your own risk" methods
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1. Create a new Misc Item with a value of 0. Call it e.g. "MyIdleTriggerer". This is extremely important. Seriously. Do not forget!
2. Creating a new idle: In the CS go to Gameplay -> Idle Animations. There you'll see trees. Each "subrecord" shares the same conditions as their master records. Considering that they're usually very specific, do not put your new idle into one of the existing categories. Instead click on one at the top list, under "IdleAnims" and choose "Insert Sibling".
3. Add this as condition to your idle: GetIsUsedItem MyIdleTriggerer
4. Add your idle animation's .kf file to the idle anim. Idle anims must be located at meshes\Characters\_male\IdlEanim, however you can use as many subfolders there as you like. Also check "must return a file" and "Special Idle".
5. Another hint: Add the animation's kf file with tes4edit. For two reasons. On the one hand tes4edit removes some dirt that is always created when you create a new idle anim. The TesCS will complain the next time you start it, but this can be ignored. On the other hand you don't need to unpack bsa files, in case you want to use a kf file that's packed in one (like e.g. the Shivering Isles Idle Anims).
6. If (and only if!) your idle animation contains any kind of displayed items (like e.g. quill and book for the writing animatioN) go at the object window to "Misc. -> AnimObject" . There either duplicate existing items (like e.g. if you make the Shivering Isles writing animation useable) or create a new one. Now in the new object's list assign the mesh if it is still missing, and then select from the list of Idle Anims your new Idle. Note that an idle can have more than one anim objects, e.g. writing uses two (quill and book are separate items).
7. Now the only thing left to make your idle work is to give your NPC the item in question, then give him an AI package "Use Item At" with whatever time and place you wish, and select as used item "MyIdleTriggerer".
Yes, there are other possibilities, which may look easier at first - but they're incredibly wonky and often require a huge amount of conditions to work somewhat right. This method is, in effect, a lot easier.
PS: I've put together a premade package for NPCs for some standard idle anims using this method - may be worth a look.
1. Create a new Misc Item with a value of 0. Call it e.g. "MyIdleTriggerer". This is extremely important. Seriously. Do not forget!
2. Creating a new idle: In the CS go to Gameplay -> Idle Animations. There you'll see trees. Each "subrecord" shares the same conditions as their master records. Considering that they're usually very specific, do not put your new idle into one of the existing categories. Instead click on one at the top list, under "IdleAnims" and choose "Insert Sibling".
3. Add this as condition to your idle: GetIsUsedItem MyIdleTriggerer
4. Add your idle animation's .kf file to the idle anim. Idle anims must be located at meshes\Characters\_male\IdlEanim, however you can use as many subfolders there as you like. Also check "must return a file" and "Special Idle".
5. Another hint: Add the animation's kf file with tes4edit. For two reasons. On the one hand tes4edit removes some dirt that is always created when you create a new idle anim. The TesCS will complain the next time you start it, but this can be ignored. On the other hand you don't need to unpack bsa files, in case you want to use a kf file that's packed in one (like e.g. the Shivering Isles Idle Anims).
6. If (and only if!) your idle animation contains any kind of displayed items (like e.g. quill and book for the writing animatioN) go at the object window to "Misc. -> AnimObject" . There either duplicate existing items (like e.g. if you make the Shivering Isles writing animation useable) or create a new one. Now in the new object's list assign the mesh if it is still missing, and then select from the list of Idle Anims your new Idle. Note that an idle can have more than one anim objects, e.g. writing uses two (quill and book are separate items).
7. Now the only thing left to make your idle work is to give your NPC the item in question, then give him an AI package "Use Item At" with whatever time and place you wish, and select as used item "MyIdleTriggerer".
Yes, there are other possibilities, which may look easier at first - but they're incredibly wonky and often require a huge amount of conditions to work somewhat right. This method is, in effect, a lot easier.
PS: I've put together a premade package for NPCs for some standard idle anims using this method - may be worth a look.























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