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Enthusiast
[NA - 2011] .kfm file editing.
I'm getting a good understanding of how server files work, but I'm still stumped with client files largely because there are no logs for client errors.
But I was eventually able to pinpoint that my client is crashing because of changes made to the .kfm file for male and female fighters.
So I created a new monster using the fighter shape and I wanted a skill that specifically this monster would use that fighters wouldn't so first off I opened the fighter action data added a new skill animation.
I know there is trouble with the action reader, but that is not the reason why the client crashes. I copy and pasted the kf file for Heat of Fury in the fighter folder and renamed it to match the skill, i.e. Fig-f_Bip01_S_"My Skill Name"
Then I opened the .kfm file and just below the last animation where many more drop down lists of potential animations are full of null references. I don't know if that breaks any rules or not.

Then it tells me: ""Intermediate Anims" "array size mismatch""
""failed to write kfm file""
"failed to write kfm file" "C:/Users/. . ./reschar/Fighter-m/fighter-m(new).kfm"
I have read LordJashin's threads about kfms and nifskope. So I have added the folder to the textures. I get the same error even though it does save the file and the updates are there, but it apparently does not save it properly since the client crashes.

Edit -
The ultimate goal of this to attach Karen's animation "Karen_Skill03_N_Op", the skill she uses to revive eglack in burning adealia, in reseffect to a fighter skill without changing players' skill animations as fighters.
Last edited by spectra51; 17-10-16 at 08:08 PM.
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Enthusiast
Re: [NA - 2011] .kfm file editing.
I understand now. Nifskope can't read player kfm files, but it can read mob kfm files. I'll just use a reach-around to do this.