创世纪AR-播放器动画重建

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的创世纪AR-播放器动画重建 Mod,由BessaLius制作。yz307在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: BessaLius Mod版本: 1.0 Mod大小: 19.28KB 更新时间: 2020-06-22 09:03:04 发布时间: 2020-06-22 09:03:04

详细说明

阅读我在此处输入的自述文件,以了解文件夹结构。对于有想法的人,我可能会增加更多,我不知道可能是,也许不是。

是的,我正在使用POTATO ENB算是我的计算机了。对不起,低质量没有最好的电脑。 :D

基本上,一个用于玩家角色的mod可以与我的Mod Races Base IA中的一个一起使用-针对oldrim的改进的Core Animation Rebuilder,因为存在与我用作该mod几乎相同的mod,请使用自定义种族动画路径(不是必需的,但强烈建议)


我还已经包含了一个虚拟txt文件,可让您轻松查看哪个动画应放在哪个文件夹中。它以“ 0_”开头


请阅读所有必要信息,避免混淆。谢谢。


注意:这不是动画mod本身,而是您下载和使用的动画的文件夹结构,里面没有动画,如果有的话请告诉我,以便我将其删除。


它是什么?

对于开始使用DAR的任何人,您都知道DAR的多样性,复杂性和出色性,尤其是一旦您掌握了如何使用自定义“ _conditions”后,根据条件文件,您可能会发生很多事情。喜欢这个模组。


它有什么作用?

该mod为您执行的操作是根据当前使用的武器触发基于武器的动画。作为参考,如果您想自己学习,可以使用以下项目:


项目类型如下。

-1 =其他

0 =拳头

1 =剑

2 =匕首

3 =战斧

4 = Maces

5 =大剑

6 =战斧

7 =弓

8 =员工

9 =十字弓

10 =战锤

11 =盾牌

12 =变更法术

13 =幻术

14 =破坏法术

15 =魔法术

16 =恢复法术

17 =卷轴

18 =火把



如果我的解释不够清楚,请参阅视频部分或我在此处发布的视频,以更好地了解它的作用。


好吧,现在呢?

 我做了一个文件夹...分别是这些文件夹


7000-空闲

7001-步行,奔跑,冲刺,跳跃,潜行动画

7002-战斗动画

7003-自定义匕首动画

7004-一手动画

7005-两手动画

7006-Axe,Maces,战锤动画

7007-弓,弓bo(范围)动画

7008-Magic(ALL)动画

7009-双持剑/斧头动画

7010-双持匕首动画

7011-匕首双持剑

7012-盾牌


例如,您将一个2hm的动画文件放在双手动画文件夹(7005)内,只有配备了该武器(双手武器)时,该动画才会启动,例如,将武器更改为战斧或狼牙棒或1手(如果您用两只手使用它,只要它不是两只手的剑就不会起作用,并且现在将根据您的武器更改动画,这无关紧要)。


现在,动画将有所不同,并且将使用您已安装到原始设置中的任何动画(影响npc或仅影响您的角色,它将恢复为该状态,但是当您现在开始使用2hm时,将使用两只手再次动画),


我知道不得不下载一个动画让您感到非常恼火,而您却发现它也影响了所有的npc,现在它变得丑陋而沉浸,并且动画的乏味是分开的,所以我推荐了一个我的mod Races Base IA-改进的核心动画重建器,因为此mod覆盖不是单独地“竞赛”动画,因为单独地为特定角色放置动画需要花费时间,Races Base IA使您变得容易。 (khajiits,人类等,请参阅mod以更好地理解它)。


现在,当您将动画文件放到这些文件夹中时,它将基于您当前持有或装备的武器进行播放,并且会为您提供一种更加“身临其境”的(也许是?)使用武器的方式,因为它们拥有所有不同的动画你渴望。它只会根据“ ActorBase”或仅允许您允许其具有该动画的npc触发。


我不想阻塞此Mod页面,因为我知道很多人都不想阅读详细的说明。文件夹几乎是不言自明的,但是如果您有任何疑问,请在mod post部分中将其发布,我会尽力回答您。谢谢!

——————————————————————————————


READ THE README I PUT IN HERE TOO FOR THE FOLDER STRUCTURES. I MIGHT ADD MORE IN THE FUTURE FOR PEOPLE WITH IDEAS, I DON'T KNOW MAYBE YES, MAYBE NO.
YES MY COMPUTER IS A BEAST I'M USING POTATO ENB. Sorry for the low quality don't have the best of computer. :D
Basically a mod for player character to be used alongside one of my mod Races Base IA - Improved Core Animation Rebuilder for oldrim since there is a mod almost the same as mine that I used as base on that mod please use Custom Racial Animation Path (not required but highly recommended)

I also already included a dummy txt files for you to easily see what animation should go in which folder. it starts with "0_"

PLEASE READ ALL OF THE NECESSARY INFORMATION TO AVOID CONFUSION. THANKS.

Note : This is not an animation mod itself rather just a folder structure for the animations you downloaded and used, no animations are inside and if ever there is please tell me so I can delete it.

What is it?
For anyone who started to use DAR you know how diverse, complex, and great DAR is especially once you grasp how to use the custom "_conditions", you can make many things happen and occur depending on your condition file. Like This Mod.

What does it do?
What this mod does for you is to trigger a weapon based animation depending on a weapon you are currently using. For reference this are the items that I use if ever you feel like learning it yourself:

Item types are as follows.
-1=Others
0=Fists
1=Swords
2=Daggers
3=War Axes
4=Maces
5=Greatswords
6=Battleaxes
7=Bows
8=Staff
9=Crossbows
10=Warhammers
11=Shields
12=Alteration Spells
13=Illusion Spells
14=Destruction Spells
15=Conjuration Spells
16=Restoration Spells
17=Scrolls
18=Torches


Please see the video section or the video I posted here to better see what it does if my explanation is not clear enough. 

Okay, Now What?
 I made a folder... this are the folders respectively

7000 - Idles
7001 - Walk, Run, Sprint, Jump, Sneak Animations
7002 - Hand to Hand Combat Animations
7003 - Custom Dagger Animations
7004 - One - Handed Animations
7005 - Two - Handed Animations
7006 - Axe, Maces, Warhammers Animations
7007 - Bows, Crossbows (Range) Animations
7008 - Magic (ALL) Animations
7009 - Dual Wield Swords / Axes Animation
7010 - Dual Wield Dagger Animation
7011 - Dual Wield Sword with Dagger
7012 - Shields

For example you put a 2hm animation file inside the two - handed animations folder (7005) that animation will only fire up ONLY if you equip that weapon(a two handed weapon), so for instance you change your weapon to a battle axe or maces or 1 handed(doesn't matter if you use it with two hands as long as its not a two handed sword it won't work and will change animation base on your weapon now). 

The animation will now be different and will use whatever animation you have installed into your vanilla setting (either affecting npc's or just you the character it will revert back to that state but when you start to use a 2hm now, you will use the two handed animation again),

 I know how annoying having to download an animation you are quiet excited about only to find out it affects all npc too and now it becomes ugly and unimmersive because of that, and how tedious putting animation is separately, So I recommended one of my mod  Races Base IA - Improved Core Animation Rebuilder because this mod cover "races" animation not individually as individually it takes time to put animation for specific characters, Races Base IA made it easy for you. (khajiits, humans etc, see the mod to better understand it ).

Now when you put an animation file inside these folders it will play base on the weapon you are currently holding or equipped and will give you a more "immersive"(maybe?) way in using your weapons as they have all different animations if all so you desire. And it will only trigger depending on "ActorBase" or simply the npc you allow it to have that animation.

I don't want to clog this mod page as I know many people don't want to read long descriptions. Folders are pretty much self-explanatory but if you have some question go post it in the mod post section and I'll try to answer you the best I can. Thanks!




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