SaibotLieh
Emperor
- Joined
- Sep 25, 2009
- Messages
- 1,589
Your General does nothing when joining a unit/city because your missing the Warlord_Ancient_MD_Activate.kf animation that is triggered for these events.
After you have created this kf, you'll have to modify this animtion and the units nif a bit further to add the Warlord "lightshow" to the unit. First the necessary .nif modifications:
If you look again at the image in the #4 post, you see that the Warlord nif has beside blue ATTACHABLES also some nodes named EFFECT (green). You must make sure that your custom Warlord has the same nodes at the same places in the nif, same procedure as you already have done with the ATTACHABLES. After that, you are finished with the nif. Next one is the Warlord_Ancient_MD_Activate.kf:
First, open the original Warlord_Ancient_MD_Activate.kf file with NifSkope. Each kf file has a node called "NiTextKeyExtraData". In this node, all the sounds and effects for the animation are declared together with the time mark when this sound/effect should take place. This node is a child of the NiControllerSequence node, so you can find it by unfolding this node. Normally the NiTextKeyExtraData will be at the bottom of the list. If you leftclick on it, you see in the Block Details that it has an entry called "Num Text Keys" with a value of 10 and another entry called "Text Keys". If you unfold the Text Keys, you get a list of all 10 declared Text Keys. Each of these can be unfold again, and by doing so you'll get a time and a value. The value says what should happen and the time of course says when it should happen. Sounds are declared with "SOUND:" and effects with "Effect:". If there are to be more of the same kind to be played at the same time, they can be added with a simple comma (sounds) or colon (effects) inbetween.
You are interested in the Warlord effect, so a simple search through all Text Keys will show you that the whole effect consist of a "SOUND:AS3D_UN_WARLORD_ACTIVATE_VOX" at 0.8 seconds and a "Effect:EFFECT_GREATPEOPLE_BIRTH_WARLORD:EFFECT_GREATPEOPLE_BIRTH_WARLORD" at 1.6667 seconds. Therefore, these two Text Keys must be added to you custom Warlord_Ancient_MD_Activate.kf. For this, open that file with NifSkope and go to the NiTextKeyExtraData node. Raise the Num Text Keys value by 2 and refresh the Text Keys list by clicking on the green arrows. Next, unfold the list. There should be two extra Text Keys at the end of the list now with no content. Put into those two Text Keys the necessary information from the original .kf. Save the kf, and your done.
When testing your custom Warlord, you might want to have the effect happening at a different time. For this, you are free to raise or lower the time values at your will. However, I would advise you to change both times equally (for example, you could add 0.7, leading to 1.5 and 2.3337). This way, the effect itseld isn't altered. But of course you can also play a bit with that if you like.
When you have finished your Warlord_Ancient_MD_Activate.kf file I can show you how you can make simple animation modifications if you like. For example, the Warlord could drop his sword when he surrenders.
After you have created this kf, you'll have to modify this animtion and the units nif a bit further to add the Warlord "lightshow" to the unit. First the necessary .nif modifications:
If you look again at the image in the #4 post, you see that the Warlord nif has beside blue ATTACHABLES also some nodes named EFFECT (green). You must make sure that your custom Warlord has the same nodes at the same places in the nif, same procedure as you already have done with the ATTACHABLES. After that, you are finished with the nif. Next one is the Warlord_Ancient_MD_Activate.kf:
First, open the original Warlord_Ancient_MD_Activate.kf file with NifSkope. Each kf file has a node called "NiTextKeyExtraData". In this node, all the sounds and effects for the animation are declared together with the time mark when this sound/effect should take place. This node is a child of the NiControllerSequence node, so you can find it by unfolding this node. Normally the NiTextKeyExtraData will be at the bottom of the list. If you leftclick on it, you see in the Block Details that it has an entry called "Num Text Keys" with a value of 10 and another entry called "Text Keys". If you unfold the Text Keys, you get a list of all 10 declared Text Keys. Each of these can be unfold again, and by doing so you'll get a time and a value. The value says what should happen and the time of course says when it should happen. Sounds are declared with "SOUND:" and effects with "Effect:". If there are to be more of the same kind to be played at the same time, they can be added with a simple comma (sounds) or colon (effects) inbetween.
You are interested in the Warlord effect, so a simple search through all Text Keys will show you that the whole effect consist of a "SOUND:AS3D_UN_WARLORD_ACTIVATE_VOX" at 0.8 seconds and a "Effect:EFFECT_GREATPEOPLE_BIRTH_WARLORD:EFFECT_GREATPEOPLE_BIRTH_WARLORD" at 1.6667 seconds. Therefore, these two Text Keys must be added to you custom Warlord_Ancient_MD_Activate.kf. For this, open that file with NifSkope and go to the NiTextKeyExtraData node. Raise the Num Text Keys value by 2 and refresh the Text Keys list by clicking on the green arrows. Next, unfold the list. There should be two extra Text Keys at the end of the list now with no content. Put into those two Text Keys the necessary information from the original .kf. Save the kf, and your done.

When testing your custom Warlord, you might want to have the effect happening at a different time. For this, you are free to raise or lower the time values at your will. However, I would advise you to change both times equally (for example, you could add 0.7, leading to 1.5 and 2.3337). This way, the effect itseld isn't altered. But of course you can also play a bit with that if you like.

When you have finished your Warlord_Ancient_MD_Activate.kf file I can show you how you can make simple animation modifications if you like. For example, the Warlord could drop his sword when he surrenders.