phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
I've noticed that if I use the NIF of the default unit that the kfm animation is used for in the modded unit I'm defining my art defines block for, and just use the modded nif for the Shadernif tag, the model works.
This is what I mean. Doing this:
Does the same thing as this, at least on screen it looks the same:
In fact in some cases the top example is the only way to make the model work, but it seems this method always works, for any unit (as long as the moded nif is using the correct kfm). Am I correct here? Is there any substantive difference in the two XML examples above? Should I just start using the first example way to set up my Art Defines file, and always use a default civ unit for the NIF tag, unless the model comes with moded animations?
This is what I mean. Doing this:
Code:
<NIF>Art/Units/DefaultCivUnit/DefaultCivUnit.nif</NIF>
<KFM>Art/Units/DefaultCivUnit/DefaultCivUnit.kfm</KFM>
<SHADERNIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</SHADERNIF>
Code:
<NIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</NIF>
<KFM>Art/Units/DefaultCivUnit/DefaultCivUnit.kfm</KFM>
<SHADERNIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</SHADERNIF>
In fact in some cases the top example is the only way to make the model work, but it seems this method always works, for any unit (as long as the moded nif is using the correct kfm). Am I correct here? Is there any substantive difference in the two XML examples above? Should I just start using the first example way to set up my Art Defines file, and always use a default civ unit for the NIF tag, unless the model comes with moded animations?

I think it is better to take the longer download as most people have access to fast internet (if not at home, then at school or by asking a friend or maybe at work) then to ignore the issue. I think it would be quite unfair to await that users with that problem unpack those archive files (in case of vanilla units based modded units) and to deal with the xml. Although none of them is a hard work for me, I can't await that others are happy to mess with that. And of course, even for me it would be time robbering. I have a lot of units. Finding the right animations, changing the animation, perhaps file names... it would took me 2 or 3 hours. So, in conclusion, I'd say it is better to deal with large mods then ignore that. A workaround would be nice, though. And please no "switch on animations". There is reason that we don't do it.