A quick and rough guide on replacing/editing animations...

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I have two questions.
1) Is it possible to rotate the direction of an animation?
2) Is it possible to start an animation not from the beginning?
 

Guest 3841499

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Is it important or helpful to include animation buffer files in animation mods (buffer bundles)?
 

Guest 3841499

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And if a mod maker decides not to include those buffers, then can they be extracted from somewhere? I am not a mod maker - just looking through info with W3Edit (learning) because animation mods that include w2anims files in bundles, such as full version of E3 Dodge System and Enemies of Rivia New Animations version, have been a major source of problems and glitches, ones that are not easy to resolve by a newbie like me. Cooking/uncooking texture packs, customizing already existing texture/mesh mods, XML mods, and re-bundling with W3Edit is about all I can do for now... Figuring out animation mod problems is something I am just looking into... I asked about buffer files because those are important to include for meshes, which made me assume it was also the case with animations.

With officially author-posted E3 Dodge animations mod, no buffer files were included and the mod caused NPC and horse animations to get weird. There is a "fixed" / non-animation versions of that mod and it does not include w2anims files. However, those who came up with "fixed" version stated that without w2anims files, animations will not be as smooth and there may be other issues. Supposedly, the real fix is to create a DLC version of the mod and someone did just that and even included both w2anims and buffer files, but it caused Yrden effects and casting sound to be 100% gone... I wanted to experiment and decided to use QuickBMS to extract w2anims file + all the buffer files from DLC version and use W3Edit to make a non-DLC version, but using non-DLC directory and of course not using the RedDLC file.. I just used native directory structure of the non-DLC version of the mod and simply added the buffer files to the same directory from the DLC version of the mod. Is there any way to check whether those w2anims buffers are actually doing something and whether my "experimentation" was successful?

Enemies of Rivia with new animations is another problem-causing mod (w2anims are in DLC package too) and even though it does not seem to cause any issues within the game, it causes Witcher3.exe to create a crash file with infamous EXCEPTION_ACCESS_VIOLATION (3221225477), Error writing location 0x00000000 . The game never crashes with either of the mods, even after many hours, and with Enemies of Rivia Anims DLC package, Witcher3.exe generates a crash file only after I exit the game, normally, no strange behaviors or abrupt exits. In fact, crash file is usually generated 2-3 seconds after I exit the game... Even on a freshly formatted drive with freshly installed OS + freshly installed W3 GOTY + no other mods, except for Enemies of Rivia, the animations DLC causes Witcher3.exe to produce crash logs after exit... Yet, I think I am the only one who gets those crash files out all people who use Enemies of Rivia with Animations version! Again, I decided to use QuickBMS and W3Edit to porn Enemies of Rivia Animations DLC into main mods folder using proper directory structure. Any idea to know for sure if it works at all? Crash-files-after-exit stopped when DLC package was removed and I THINK new animations were preserved, but it could be placebo....
 
I am interested in knowing more about the animation buffer files as well. I just edited and sped up animations for running, swimming, dodge and rolls by 10%, throwing petard bombs faster. The most important things i want to change is the boat speed and roach speeds but havent found anything in the animations files yet.
 

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Why does every single animation mod that comes with w2anims file/files causes major issues? These issues are SO bizarre... Brutal Blood Animation fix causes Novigrad doors to not open...

I also do not understand where to get buffer files for a completely custom w2anims file for a mod, released as DLC? Its not just an edited file, but a custom-made file...
 

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I am helping author ulug with Brutal Blood 3.0+ animations fix mod and packed his current Anims Fix as DLC + added all the buffers I could find. Could someone verify that this is properly packed? Since 17x w2anims files are used, I was not sure what to put for some parameters like "man_base". I just deleted them... - https://drive.google.com/file/d/0B54HJ36TbhjwZy1XQzF6aFM3Uzg/view?usp=sharing
It is supposed to make death animation of drowners, bies', and other enemies smoother. Vanilla, non-DLC version of this "Anims Fix" causes massive issues, like doors not opening. This DLC repack seems to have resolved it, but it would be nice if more people tested it.., especially in Novigrad!
 
MonarchX how did you add the animation buffers? I know with w2mesh files they get created automatically when they are in the uncooked folder being compressed. Meaning when its going from uncooked to cooked stage they are created by wcc lite havent tried to add animation files to uncooked folder yet. Normally i add them in the cooked folder stage.
 

Guest 3841499

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Yeah, you don't cook w2anims or w2anims buffers... They only need to be bundled with W3Edit, nothing more, no cooking, unless textures and/or meshes are involved.
 
MonarchX i only cook the w2anims because i have some meshes, textures and a lighting mod included in the pack. I do have a crappy ass black eyes bug on yen or alot of npcs now since the bug happened when using kngs blood mod v1.3 so thats my next adventure to try and solve. And i uninstalled the mod long ago. The bug happens when adding eye textures to the second texture mod pack. Also fyi i think modkit tools just randomly chooses how to compress texture files which cant be uncooked aka how most of ramccoids mods are. In a somewhat big texture pack i made which only has 45-50 various textures in it and only around 450mb in size i tried to uncook it to add more textures to it and around 10 files dont uncook and are that crappy 2kb size which means they wont work for a new merge. Imma try the old v1.1 tools and see if packing etc changes anything. You should make a tutorial on how you fix alot of problems with texture cache files in multiple mods or fixing problems with mods on nexus in general. It would be a huge help to many people. You are far more knowledge on fixing mod packs etc then I am. I do some trial and error with Mod Merger but still cant figure out alot of things. Never really figured out how to use sarcens mod editor to pack or make mods and dont think theres a guide on how to use it or a guide for w3oven either.
 

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When you merge, there should be ZERO errors, except for maybe one failure related to cook.db files, which is meaningless. There should be no textured for which WCC could not find cache, noi MipMap-related errors, none of that. Only VERY specific mods that have good meshes that WCC labels are "corrupt", but are not. My Mod Merger log has 0 errors. I weeded them ALL out and very often I had to unpack some mod, delete files from it, repack it, to make other mods merge without errors. it all payed off in the end.
 
dvirzigel1;n9702061 said:
I have two questions.
1) Is it possible to rotate the direction of an animation?
2) Is it possible to start an animation not from the beginning?

Any comment would be helpful.
 

Guest 3841499

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Can someone please tell me which chunk should be used for animation DLC mods? I am talking specifically about mounting w2anims files.

I found 2 chunks:
- CAnimAnimsetsParam
- CR4AnimationsCategoriesDLCMounter

Here's a DLC-including mod repack for Brutal Blood - https://drive.google.com/file/d/1T08...ew?usp=sharing
Is it correctly packed???

I first tried using CAnimAnimsetsParam and I don't think it worked because this animation mod/DLC was supposed to improve animations for several monsters, but it did not. However, when I used CR4AnimationsCategoriesDLCMounter, animations did improve, but it could be some placebo effect...
 
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Guest 3841499

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It would be nice if someone, for this thread, could decipher the w2anims buffer generation commands posted by someone around here (Tiderian?). I really wish someone would repost that command list...

I am waiting to see if Brutal Blood creator manages to create fully functional custom w2anims files that fix several monster death animations. He has done some amazing work and made me ashamed for his answer to "How did you figure all this out?" was "Lot's of trial and error". His latest update makes enemies drop guts as they die! So brutal, nasty, but cool!

I would also love to know how to fix Geralt's death animation using script, which is what FCR3/FRC3 mod author has done. It is somewhere in his script...
 
Does anyone know how I can bring back the slow walk?
i know Immersive cam brings it back but it doesn’t bring it back fully.
 
dvirzigel1;n10140342 said:
Does anyone know how I can bring back the slow walk?
i know Immersive cam brings it back but it doesn’t bring it back fully.

But it’s been done so someone definitely knows.

also can anyone please tell me how to mod the camera?
 
dvirzigel1;n10173922 said:
But it’s been done so someone definitely knows.
also can anyone please tell me how to mod the camera?

There is animation set called locomotion_walk_cycle_slow_forward_01 etc, change it for vanilla fast walk. Also there is another animation set for walking tho I don't know the name, it's faster than slow walking but slower than fast walking. It's also locomotion set so it works perfectly, unlike jogging I made.

Try to install this mod and see for yourself https://www.nexusmods.com/Core/Libs/...e=FileExpander
 
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