
If you want to override walking animations, you should override xbase_anim_female and xbase_anim_kna animations – these are used for women and beast races, and In this case any biped actor without a custom animation will use your animations, but – if he has additional animations – they have a higher priority.įor example, all biped actors in Morrowind normally use the same spellcasting animations, so overriding xbase_anim spellcasting animations is sufficient. You can also have them in a data folder with a higher priority.
If you want to override animations for all biped actors (which use the xbase_anim.nif skeleton), you can put your animations in theĪnimations/xbase_anim folder in your Data Files. In OpenMW it is possible to override animations via the same file for all actors which use a given basic animation file. In the original engine it is possible to add a custom animation file to NPC to override some animations (usually idle ones).
It does not alter original respawn mechanicsĪn example of mod which uses this feature is Graphic Herbalism. It supports an ownership check (the original engine without MWSE does not). There is no need to attach a script to every container. There is no need to spawn separate “harvested” objects. Keep in mind that the collision detection system ignores switch nodes, so add a RootCollisionNode or NCO NiStringExtraData to harvestable meshes.Īdvantages of described approach over old herbalism mods: For example, when player needs a tool to harvest a plant (e.g. It is also possible to use scripts with OnActivate command for such containers. OpenMW transfers the contents directly into the player’s inventory, triggers a theft crime event if the plant is owned and toggles the harvested model state. During activation, a window with the plant’s content is not shown, If an organic container’s mesh has such nodes, it is considered to be a plant. In OpenMW it is possible to add one or more NiSwitchNodes with a HerbalismSwitch name.Įvery switch node should have at least two child nodes (the first one represents the unharvested container, the second one - the harvested container).