Maybe try to know who it work actually.
For example in faction007.dat we have :
VbDeathClaw.fo3D file which contain :
template=TemplateVBMob.txt anim CR_Deathclaw
xfile=CR_Deathclaw.x
As you can see it's like an INI file with attribute.
TemplateVBMob.txt is that :
#
# VanBuren mobsters template
#
speed=2500
#
# Animations
#
# Unused
# _Com_Una_BurrowDown_01 (DesertStalker)
# _Com_Una_BurrowUp_01 (DesertStalker)
# Empty
anim_A1=%anim%_Com_Una_Idle_01
anim_A2=%anim%_Com_Una_Stunned_01
anim_A3=%anim%_Com_Una_Walk_01
anim_A4=%anim%_Com_Una_Limp_01
anim_A5=%anim%_Com_Una_Walk_02
anim_A13=%anim%_Def_Una_Use_01
anim_A18=%anim%_Com_Una_Attack1_01
anim_A21=%anim%_Com_Una_Attack1_02
anim_A40=%anim%_Com_Una_Dodge_01
anim_A42=%anim%_Com_Una_DmgFr_01
anim_A44=%anim%_Com_Una_DmgFrMult_01
anim_A52=%anim%_Com_Una_Knock_ProneB_01
anim_A54=%anim%_Com_Una_Laydown_ProneB_01
anim_A56=%anim%_ProneB_Una_Idle_01
anim_A58=%anim%_ProneB_Una_to_Com_01
anim_A66=%anim%_ProneB_Una_Death_01
Maybe when you will test your 3D model you will do make your own.
And xfile is your 3D model.
If you want to test your model with your animation you can replace a model.
The more easy way is to replace the "rat" model. Why rat? maybe more easy to test if it works than deathclaw.
Add your model " in data/art/critters/
Add a file "VbRat.fo3D" in the same folder. The actual file is that :
template=TemplateVBMob.txt anim CR_Rat
xfile=CR_Rat.x
scale=4000
You can change the name of xfile and the scale.
You can make your own template as we see before (TemplateVBMob.txt).
You just have to find a cavern with rats .. and begin test.
After don't know really how works textures but you can try add it in /data/textures/
The rat look to have this texture : CR_Rat_Default_LG.tga ("FileName + _Default_LG.tga"
)
Info : I use DatExplorer to see into dat file, good luck !
And report if you success to do something to maybe try do a little manual or if it totally don't work.