Workaround for that workaround also posted.
Quote:
Originally Posted by Zaela
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In each line of the globalload file, there is a block of four boolean-ish fields, each given as "T" or "F". No idea what each one controls, but it appears that the fourth field must be "T" in order for player race animations to be loaded correctly from the file indicated on that line. If the last field is "F", any luclin models loaded from that file will be stuck in the ragdoll position and won't animate at all. A world where all the players are gliding around as unblinking wannabe scarecrows is probably not something anyone would be willing to put up with for long.
As it happens, in the provided globalload file there are only two such lines. One is for the LoY (ish?) player froglok race (globalpcfroglok_chr.s3d). It seems unlikely that this race would actually appear in game, maybe bar some GM fun. Other than that, it's only there to show up on the char creation screen. Could probably remove this file from globalload entirely, or just change the last boolean to "F" to disable its animations.
The second one is even less necessary. globalske_chr2.s3d only contains some animation data for skeletons... luclin skeletons, it would seem. Classic skeletons work fine without this, could be tossed without a second thought.
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Might not be conclusive enough to be something they would go for. Not that the latest thing was very conclusive... kind of disappointingly minimal.