Almalexia's Cast for Beasts (OpenMW Exclusive)

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Amenophis
Posts: 243
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Almalexia's Cast for Beasts (OpenMW Exclusive)

Post by Amenophis » 09 Jul 2018, 01:15

For a long time Almalexia's Spell Animations were made available for players thanks to thugqwerty and later through Animation Compilation efforts.
But they were exclusive for human races, until now.

On May 30 2018, akortunov, from OpenMW developers, added support for per-group animation replacers on OpenMW. (Many thanks!!!!)
I went ahead, learned a bit of old Blender and finally came with this Mod.

An old wish turned into reality!

Thanks to Akortunov and all OpenMW team. Enjoy!

https://www.nexusmods.com/morrowind/mods/45853/
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

silentthief
Posts: 287
Joined: 18 Apr 2013, 01:20
Location: Currently traversing the Ascadian Isles

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Post by silentthief » 10 Jul 2018, 14:55

that is awesome. More work with (admittedly difficult to use NIF) animations the better.

(Now if I could only get someone to do the beast unarmed (clawing motion) for skeleton animations instead of a skeleton trying to punch when unarmed....)

ST
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

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Amenophis
Posts: 243
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Post by Amenophis » 10 Jul 2018, 19:24

This sounds really interesting. I'll take a look later this week.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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