Quote:Originally posted by Warburg
Thanks for the reply that's exactly what I was looking for, only in the Oblivion Nexus area.
This may be ignorant of me to ask, but what determines the priority of the .kf file?
I kind of know what determines which animations get which priority values, but to be honest, I still feel like there's a good deal I don't know.
Priorities determine which animations can supercede, or overtake, other animations, when those animations are called.
Animations with a higher priority, can overtake lower priority animations, or something like that:
Idles are the least important animation - they are mostly there for the engine to choose from when the actor has nothing else more important to do. So a lot of Idle.kf's have a real low priority, like from 0 to 20, from what I've seen.
Next up on the priority, are also idles, but are some of the idles in the "idleanims" folder of the actor. Some of these are higher than the regular Idle.kf's priority, by a few number values, but not too much higher.
Next up are the "regular" movement kfs: forward.kf, backward.kf, left/right.kf, turnleft/turnright.kf, etc.
Next up seem to be the Equip and UnEquip.kfs, with attack anims somewhere in between, I think.
Next up seem to be the stagger, then the recoil....
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What'd I'd do, in your case, is look at the priorities of the kfs in the "Goblin" folder of vanilla Oblivion.
Make a list of all the various kfs on a spreadsheet or piece of paper, then write down the priority value next to each one, after looking at their priorties in Nifskope. You can then use this list as a cheatsheet for your own actor animations, for the most part. (I lost my own personal cheatsheet, and I need to make a new one *sigh*)
Some actors might have kfs, that the overall priority seems to be one number, but sometimes a few bones in same kf have different priority. These bones seem to usually be the Bip01 and Bip01 NonAccum bones, when that happens. So be on lookout for that, too.
Koniption