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Old 12-31-2011, 05:52 PM   #81
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So, it would be something like The Force Unleashed 2 fighting style? Not just to fight with a back-hand light saber, but also making a mix of the animations / movements of TFU 2 and the animations that already are in both KotOR, right? Making the fights much more impressive ... What a titanic work, man! I hope that you are successful Hunters Run, as Fallen Guardian says that would be really great for both KotOR, making them even more interesting of what they already are. Good luck!
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Old 12-31-2011, 07:36 PM   #82
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Update- I have come to ask for help. I have managed to inject a line into the animations.2da and dialogueanimations.2da and managed to play a new animation without replacing an old one. However, I have only managed to get the animation to play thru a characters events and not their dialog. As such I believe that it is now a matter of finding the right script to make the animation play. The script I need is a script that makes kreia play an animation.

About my saber stance/combat mod- once I get the last of the kinks sorted out of what I am currently working on I will release a tutorial on how to do this, then I have several ideas but lets get this done first shall we?


It's just like chicken-only different.
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Old 12-31-2011, 07:54 PM   #83
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Congratulations on making new animations!

Here's the script:

Code:
void main()
{

	object oNPC = GetObjectByTag("Kreia");

     AssignCommand(oNPC, ActionPlayAnimation(18, 1.0, (-1.0))); 


}

You can take 18 and change it to whatever the animation number is.


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Old 01-01-2012, 12:02 PM   #84
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That did it. One more test then I'll release a tutorial.


It's just like chicken-only different.
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Old 01-12-2012, 08:57 PM   #85
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How to get new animations into the game without replacing old animations.

Things you'll need:

Kotor tool

mdlops v.6 alpha 1

a text editor

3ds max/ gmax with nwmax

1. First extract your desired model .mdl and .mdx to a folder.
2. Next use modlops to make an ascii
3. import into your animating program.
4. create your animations. To do so click on the green square. On your right you should notice a box where the animations would be listed. Click on the little downward arrow next to the white bar. A list of names should appear. Choose default.If there are no animations on the model click add. If there are look below the white bar. There are two rows of numbers. If there are already animations look at the end number of the last animation. then in the top row add a number that is higher than the number of the last animation. in the bottom row calculate how much frames you need then add in the number. For example if you want 50 frames and you start at 100 enter 150 on the bottom row.
5. export your model with animations to a new folder.
6. open animations.2da and scroll to the bottom. Add a new line. For example the last line is 393 so create a line 394. name it something short, like "test".
find an animation similar to your custom animation and copy the rest of the line. If you look you'll see 1 and 0. I would assume that 1 means on and 0 means off. change as desired.
7. open the folder with your exported model. Open the model with notepad or something similar. Search for default. rename your animation from default to whatever you named your animation.
8. add another letter to your exported model (n_darthrevan to n_darthrevana)
9. put your exported model in the same folder as your original .mdl .mdx
10. using mdlops find your exported model and and click read and write.You should end up with a k1/k2-r-bin.mdl.mdx. put them in your override folder. rename it so that the k1/k2-k-r-bin is deleted.
12. using a script get your animation working in game. Sorry but that's not really my forte. The best advice I can give you is ask around.

That's it. Using this method I got a simple wave animation in game without replacing any animations. Good luck.


It's just like chicken-only different.
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Old 01-12-2012, 09:23 PM   #86
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Sounds like a cool breakthrough! Too bad I can't animate or model.....


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Old 01-13-2012, 09:16 AM   #87
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Nice work Hunter


Who's more foolish, the fool or the fool that follows?

Just exactly what is a head-piece to the Staff of Ra?

http://www.lucasforums.com/showthread.php?t=206819

http://www.lucasforums.com/showthread.php?t=206541

http://www.lucasforums.com/showthrea...t=newbiemodder
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Old 05-13-2012, 11:09 AM   #88
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*Thy old blowing of the dust* Seeing all those projects going around has made me want to mod again. However before I start I have a question. Is this possible: when you enter combat inject a script that states if animation a plays then animation b plays (damage does not change only the animation, also there is another step but it will only work if this step works). K1 and K2.


It's just like chicken-only different.
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Old 05-13-2012, 12:15 PM   #89
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I don't have the answer to your question but major congrats on getting custom animations working. Too bad my copies of Kotor 1 and 2 seem to have dissapeared.


Hey
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Old 06-03-2012, 09:06 PM   #90
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for some reason I keep getting a syntax error with this script.
Code:
void main()
{

 object oPC = GetFirstPC();

 GetHasSpellEffect(FORM_SABER_II_MAKASHI, OBJECT_SELF));               
 DelayCommand(1.0, SetLightsaberPowered(oPC, 1, 0, 1));   
 AssignCommand(OBJECT_SELF, ActionPlayAnimation(10532, 1.0, 0.0));
 DelayCommand(1.5, OBJECT_SELF, ActionPlayAnimation(10580, 1.0, 0.0));    
}
points if you guess what I am working on.


It's just like chicken-only different.
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Old 06-03-2012, 09:12 PM   #91
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Well, the first thing I spotted is that there's at the end of the GetHasSpellEffect line, you've got )); where you want ); .

And it looks like you're working on custom flourish animations.



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Old 06-03-2012, 09:53 PM   #92
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Right you are. If all works out each form will have it's unique flourish. The hardest part will be getting the script right and attaching it to each form.

I got the script to work. Now I just need to figure out where to put it. Any help would be appreciated.


It's just like chicken-only different.

Last edited by Hunters Run; 06-03-2012 at 10:03 PM.
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Old 06-07-2012, 12:10 PM   #93
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With the right checks (probably best to use GetIsInCombat(oCreature); , though as always, its best to experiment and see), you could attach it to the OnHeartbeat script. This would make it fire once every six seconds, which I believe is the length of a combat round, but I could be wrong on that. This would get the job done in the most basic way, though you might want to add more checks and if clauses to it to make it work with a little more finesse. Other people might have better ideas on how to do this, though.



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Old 06-07-2012, 04:54 PM   #94
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Unfortunately the saber forms are hard-coded. So I attached the animation to an armband that only plays the animation when the saber form is selected. Still I am not sure who would use this as it takes up an armband slot. I have several Ideas to make it more palatable but I first need to decode the combatanimations.2a. If anybody knows what each number corresponds to please reply.


It's just like chicken-only different.
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Old 06-07-2012, 06:13 PM   #95
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I don't know if this is exactly what you are looking for, but this deals with combat animations: http://www.lucasforums.com/showthrea...page=2/post#65


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Old 06-07-2012, 07:06 PM   #96
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No idea, sorry. This might be an area where it's necessary to do some experimenting.



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Old 06-13-2012, 07:58 PM   #97
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update- Due to the fact that the forms are hard coded I am forced to drop this project. Still, I have other projects. Check out my gallery on deadly stream to see what I am working on. So, what is next? Well there is my yoda style mod. Still I am debating whether to release it or not, as the attacks don't match up. If enough people want it I will release it. Imo even though the attacks don't match up, it's fine.

Another project I am working on is a revised version of revans flowing robe for tsl. The old one was missing a camera hook and I am also fine tuning the belt animations.

Last thing, I would like to create a compilation of animations. So far I have a give item to another person, a look at item, and some animations that should make VarsityPuppet happy. My question to the rest of you is, are there any animations you want?


It's just like chicken-only different.
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Old 06-13-2012, 08:05 PM   #98
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1) A facepalm?
2) How about an animation that has a charactet turning around without looking he/she/it is standing on a slow moving record turntable?




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Old 06-13-2012, 08:08 PM   #99
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Yeah, I think the Yoda animations mod would be fine to release regardless of polish. It's just too cool not to.



Thank you Gorgod.
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Old 06-13-2012, 09:05 PM   #100
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A sitting animation for kotor 1.
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Old 06-14-2012, 01:10 AM   #101
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1 - Fix the jaw animation on some the 'combat ready' stances for females. Sometimes the jaws are messed up. I don't remember which are the messed up ones, but I know 'double saber' ready stance is one of them.

2 - Fix the "lifted/choke" animation. The cape is not animated on the supermodel (plus the character is not lifted high enough to match up with Hanharr's "lift/choke" animation.

Other than that, I can't really think of any animations you might add... except for the ones I had mentioned before.

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Old 06-14-2012, 10:22 AM   #102
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@ SH A facepalm hmmm, done. Can you elaborate on the second one?
@ Canderis I'll see you one better. Playing pazzak, drinking, and just plain sitting, are animations that I added.
@ VP 1. Consider it done. 2. strange, it is the same animation as the one on the mira model so how come it isn't lifted high enough? consider it done.

I'll wait a week to see if anybody else has any requests than I will release it.


It's just like chicken-only different.
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Old 06-14-2012, 11:39 AM   #103
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Quote:
Originally Posted by Hunters Run View Post
@ SH A facepalm hmmm, done. Can you elaborate on the second one?
I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.

As for the Lift/Choke animation, I've notice that if you have Mira wear anything else but her default clothes(or at least, if she isn't using her default clothing model), Hanhar doesn't grab her by the neck. In her first possible appearance, it plays out fine. It's the one on Malachor that doesn't work, at least if she is wearing something other than her normal clothing.

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Old 06-15-2012, 01:29 AM   #104
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Maybe a sitting down "bored" animation, in which a character is sitting and has his/her head propped up by his/her hand.


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Old 06-15-2012, 01:53 AM   #105
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Twi'lek *Spinning* Blades


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Old 06-15-2012, 03:12 AM   #106
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Quote:
Originally Posted by Rtas Vadum View Post
I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.
That's what I meant. (Thanks Rtas Vadum.)

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

The Hologram of G0-T0 speaks to an unconscious Exile

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

About Face Close Order Drill

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

You might find this thread of interest for other ideas.
New Animations in KOTOR 1 or 2?




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Old 06-15-2012, 03:59 AM   #107
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Quote:
Originally Posted by Sith Holocron View Post
That's what I meant. (Thanks Rtas Vadum.)

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

The Hologram of G0-T0 speaks to an unconscious Exile

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

About Face Close Order Drill

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

You might find this thread of interest for other ideas.
New Animations in KOTOR 1 or 2?

It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.

Also, speaking of that GOTO video, Hunters Run you may want to fix the animation for the cape as the PC lies down, as shown in that scene. Because as it is right now it's quite odd that a tip of the cape just spazzes upward every couple seconds.


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Old 06-15-2012, 02:36 PM   #108
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Quote:
It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.
I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.


It's just like chicken-only different.
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Old 06-15-2012, 03:31 PM   #109
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Quote:
Originally Posted by Hunters Run View Post
I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.
Yeah, that's possible.


Another idea for an animation. In NWScript (in KotOR 1, it may be the same for KotOR 2) there is an entry under animations that is commented out, which reads as this: ANIMATION_FIREFORGET_READ

There is also another commented out animation called ANIMATION_FIREFORGET_STEAL.

Now for the read one I think you could so something like the animation shown here: http://www.youtube.com/watch?v=itQc8o8Y3jM from 7:59 - 8:09.

I'm not too sure about the steal animation but I'm just throwing around ideas.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

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Sunry Murder Recording Enhancement
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Old 06-15-2012, 05:58 PM   #110
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@FG- reading: done, but I will make it a looping animation. Bored: done. This animation gave me an idea for another one: sleeping sitting animation.


It's just like chicken-only different.
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Old 06-16-2012, 01:45 PM   #111
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Sounds cool. I saw another animation that may be interesting to add, this one from Jade Empire.

Go to this video: http://www.youtube.com/watch?v=Zv-22HtNkIg

And go to about 2:26. The dismissive hand wave that the big burly guy with the beard does seems like it may fit with KotOR in a few places.

EDIT: Also, in KotOR 2 when the PC dives out of the elevator, it'd be pretty cool to have an animation like that in KotOR 1.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version

Last edited by Fallen Guardian; 06-16-2012 at 02:55 PM. Reason: Added animation idea
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Old 06-18-2012, 01:13 PM   #112
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A question: the wording of the permissions section in bastila romance enhancement is to vague for me. Can I modify 2 lines in the source script and release that script with credit to the original author? I doubt I can contact the original author.


It's just like chicken-only different.
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Old 06-18-2012, 01:51 PM   #113
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Well to quote the readme:

Quote:
PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission.
So, as long you aren't using the k_hbas_dialog from the mod, then you should be good.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
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Sunry Murder Recording Enhancement
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Old 06-18-2012, 02:05 PM   #114
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I now have a request. For testing purposes I need a save right before you kiss bastila. If anyone has a save please send one my way.

On another note will soon release several mods. They are: revans flowing robe tsl 1.1, animation compilation k1, animation compilation k2, and an actual kiss for bastila romance enhancement . Since to my knowledge kotorfiles is having trouble does anyone mind if I try to get them uploaded on deadly stream?

edit- I no longer need a save. Fastest playthrough ever. What I do need is a script to fire an animation from Carth's heartbeat. So far I cannot get any animations to play whether my own or the games. Also the kissing animations are there but they won't fire. As scripting isn't my fort how do the scripting experts think I should modify the script(kiss_bastila from bastila romance enhancement). So far I replaced the number in the script (6) with the number of my script (10405, 10406). Nothing. This is the only thing holding up the release of the mods.


It's just like chicken-only different.

Last edited by Hunters Run; 06-19-2012 at 08:27 PM. Reason: update with lots of words
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Old 06-19-2012, 10:17 PM   #115
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Hey, for the sitting animations in KotOR 1 and 2, maybe you could add one to both games in which the character is sitting but they're more relaxed. Like, they're leaning back a bit and their arms are crossed across their chest. Just an idea..


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Old 06-20-2012, 03:31 PM   #116
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update- I am experiencing a problem with k1. For some reason it does not play any animations from the animations.2da file whether my own or the games. If anyone knows why this is please reply. On a related note how would I write a script that goes: If Animation A plays send a message to myself saying "this animation fired", and if it does not play send a message saying "this animation failed".


It's just like chicken-only different.
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Old 06-21-2012, 04:56 AM   #117
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Do you add "100" before the animation number?
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Old 06-21-2012, 05:33 PM   #118
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yep, I did. Strangely enough it doesn't read the games or my animation from the animations.2da. It does however run animations from nwscript. For example it won't run the animation if I put in 10006, but it runs an animation if I put in 6. To make it even stranger it is reading the animations.2da because I hid the weapons through animations.2da
and the weapons were hidden in game.


It's just like chicken-only different.
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Old 06-22-2012, 03:32 PM   #119
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update- Bad news. It appears that custom non replacing animations are impossible with k1. The main problem I believe arises from the fact that you need to call up the name of the animation from nwscript (for example ANIMATION_FIREFORGET_*). Either that or I am really bad at scripting. The animations are there but it will not read the script if you use numbers not found in nwscript (like 10405, which should call up animation 405 from animations.2da yet it doesn't). So what does this mean? It may still be possible to script animations into k1 if I knew how many unused animations there are. Still, k2 is proven to work.


It's just like chicken-only different.
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Old 06-22-2012, 07:54 PM   #120
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(this is from KOTOR2, might be true for KOTOR too)
There are a few animations who don't work per script (which are the xxxx ones, 4 digit), who can however be said in the .dlg file. Usually their 10xxxx equivelant doesn't even work). Have you tried having it be an active animation in dialogue?

Also could try just "1405" in the script, maybe works for KOTOR1. Worth the shot...
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