Pickle_Juice Posted January 8, 2022 Posted January 8, 2022 Hello guys! question, how do i replace "Dead" skeletons? with playable-race Dead Npc's? What i mean by "Dead" skeletons, i mean the in-animated skeletons you find all over the world, the skeletons of those who died long ago, that have nothing but bone meal and a few septims, not the ones that attack you and are re-animated, those are the ones i mean. What i want to do is use my mod To replace those skeletons with dead npc's using these outfits, this is the part were i want also to know whow to make these outfits, un-removable and un-lootable from said coprses Thanks for your help.
chaimhewast Posted January 8, 2022 Posted January 8, 2022 You can stop the player from removing the outfits by marking them as unplayable. As far as replacing skeletons, you'd have to replace references to them with references to actors with your outfits.
Pickle_Juice Posted January 8, 2022 Author Posted January 8, 2022 26 minutes ago, chaimhewast said: You can stop the player from removing the outfits by marking them as unplayable. As far as replacing skeletons, you'd have to replace references to them with references to actors with your outfits. OH ok, so the unplayable outfit option is in armor tab? or in the armoraddon? Also, how can i change their references to reference my new npc's? i have never touched npc's in CK, so i wouldn't know how to do this.
chaimhewast Posted January 8, 2022 Posted January 8, 2022 22 minutes ago, Pickle_Juice said: OH ok, so the unplayable outfit option is in armor tab? or in the armoraddon? It's in the armor record. An armor addon is a record with information about models, textures, footsteps, etc. 26 minutes ago, Pickle_Juice said: Also, how can i change their references to reference my new npc's? i have never touched npc's in CK, so i wouldn't know how to do this. I've yet to use the CK for anything more than rebuilding facegen, but I know in xEdit it's a matter of finding every ACHR record that references the actor and changing it to reference your actor. Tedious but doable.
Kuroyami Posted January 8, 2022 Posted January 8, 2022 1 hour ago, Pickle_Juice said: Also, how can i change their references to reference my new npc's? i have never touched npc's in CK, so i wouldn't know how to do this. Simple - spawned NPCs(as well as other types) use two references - the actor reference, and a second that refers to a spawned instance. The second reference links to the first, and can be changed to something else easily. For an example... Spoiler Normally these are two vanilla race hunters, but I've replaced them in the Selachii mod with...well... As for the specifics, you just have to load the cell(interior or worldspace) where any NPCs you wish to replace will spawn, select that instance, and use Control+F, which will allow you to change the reference to instead spawn the NPC of your choice. Though you might want to be aware of any skeletons that spawn with scripts, those possibly being part of the cell/world reference, and not the NPC.
Pickle_Juice Posted January 8, 2022 Author Posted January 8, 2022 34 minutes ago, Kuroyami said: Simple - spawned NPCs(as well as other types) use two references - the actor reference, and a second that refers to a spawned instance. The second reference links to the first, and can be changed to something else easily. For an example... Reveal hidden contents Normally these are two vanilla race hunters, but I've replaced them in the Selachii mod with...well... As for the specifics, you just have to load the cell(interior or worldspace) where any NPCs you wish to replace will spawn, select that instance, and use Control+F, which will allow you to change the reference to instead spawn the NPC of your choice. Though you might want to be aware of any skeletons that spawn with scripts, those possibly being part of the cell/world reference, and not the NPC. Oh so it's all changes in the indvidual cells? then how can i find all of the skeletons? And yes i do intent to change all dead skeletons in the game, if this works, i might even go and change the re-animated skeletons as well.
Kuroyami Posted January 8, 2022 Posted January 8, 2022 51 minutes ago, Pickle_Juice said: Oh so it's all changes in the indvidual cells? then how can i find all of the skeletons? And yes i do intent to change all dead skeletons in the game, if this works, i might even go and change the re-animated skeletons as well. Not 100% sure, but I think the majority of dead skeletons use the TreasCorpseSkeleton NPC(Under the Skeleton Race), and using the Right-Click->Use Info gives you a list of all the instances where that NPC is spawned. A double click on any of the listed cells will load it in the render window. You might have to look for other NPC references for ones that reanimate, such as the spawned Skeletons near the Ritual stone.
Pickle_Juice Posted January 9, 2022 Author Posted January 9, 2022 6 hours ago, Kuroyami said: Not 100% sure, but I think the majority of dead skeletons use the TreasCorpseSkeleton NPC(Under the Skeleton Race), and using the Right-Click->Use Info gives you a list of all the instances where that NPC is spawned. A double click on any of the listed cells will load it in the render window. You might have to look for other NPC references for ones that reanimate, such as the spawned Skeletons near the Ritual stone. I appreciate the help pal, i do! for now im going to do some test on the dead ones only, like the ones in the cages in the Helgen's dungeons. Hopefully it will go smoothly, before anything i might try it with random unedited dead npc's, thanks for the help, i'll let you know how it goes.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.