Lol, NPC's are GLM models unless someone codes in another format then it could be any format. @@Archangel35757 I wouldn't expect it to work with MP, but should be ok for SP. So long as you follow the JKA specifics, it should work fine. Take a look at how the rocket trooper works, he has his own GLA + animation.cfg. 2. You'll need to rename animations to match the animation list in JKA (BOTH_WALK1, BOTH_RUN1, etc) 3. Game loads the GLM then the GLM loads the GLA so to speak, and loads the animation.cfg from the GLA directory AFAIK so you shouldn't need any coding whatsoever unless you need to add special behaviour/animations that isn't/aren't already present in JKA. The only problem I can think of that you'll run into is bone angles (for torso movement while pitching etc) & bone names (the code moves a few of them). What I'd do to fix this is to use a clean set of bones that are identical to _humanoid (with correct angles & naming) and bind the EF skeleton to them.