Installing 'animated containers' is usually a nightmare because this mod appears to require to use a pearl script to be added by 'hand' to containers from other mods (maybe only 'new' ones?) without a script
http://forums.bethsoft.com/topic/150047 ... generator/
I was wondering if openmw could do away with this once and for all by:
1. provide a default suffix for a open/close (or activation) animation file.
2. if the file doesn't exist do nothing
3. if it does play it before activating the object
4. existing objects scripts not affected
Then it's 'only' a question of having those files, like texture replacers. Maybe this doesn't actually solve mod added new containers not having a animation without a 'animation replacer project', but it won't be something as clumsy as having to generate enumerate mods and create a new esp just for them (i'm also not sure if aceg actually adds 'new' animations to newly created containers or if it just works by the files having similar names and no script attached...)
Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
1 post • Page 1 of 1