Why can't modders define animations?

Post » Thu Jun 21, 2012 12:05 pm

Havok Behaviors is free (http://www.havok.com/try-havok), and we could make new animations with that, the only thing we need is a compiler for Skyrims game-specific animation format (hkp) so we can add new weapons, mounted combat, etc ourselves?
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Roberta Obrien
 
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Post » Thu Jun 21, 2012 4:06 pm

We can, there are tools that decompile the behavior files for Skyrim and can recompile them... The problem is that there is only one behavior file for humanoids, so when you want to modify them you cause conflict with any other mod that edits the same file.
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Lily Evans
 
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Post » Thu Jun 21, 2012 10:29 am

No, I mean define BRAND NEW NON REPLACING animations.
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Ann Church
 
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Post » Thu Jun 21, 2012 6:38 am

Yeah, like I said... You can... But there is only one file that handles those animations, so essentially every mod with new animations edits the same file, thus conflict occurs.
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Eire Charlotta
 
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Post » Thu Jun 21, 2012 7:31 am

Well isn't there a way for Bethesda to change that? They seem to be able to define new animations for features rather easily. This is quite crutial for many different kinds of gameplay altering mods.
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Bad News Rogers
 
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