Fomebs Posted July 29, 2013 Posted July 29, 2013 Is there a way to make an NPC, using creature meshes and skeletons? I tried making an NPC using the SpiderDaedra skeleton, but the construction set automatically gets its body meshes from the Characters/_male folder. Is there a way to override that and use creature skeletons and creature meshes? (Apart from equipping certain armours that replace the mesh into a creature-like one, which I think is what Monster-Girl does)
kingkong Posted July 29, 2013 Posted July 29, 2013 i think you have to use the creature section but if you know how to script you might use the idee of "setbody" mod and set the skeleton to be taged, also you might need to make animations if you succeed.
gregathit Posted July 29, 2013 Posted July 29, 2013 What Monster girl does is take NPC's and equip them with creature armors, much like you would add a dress or a suit of armor. This is the only way to "trick" the game into using a NPC as a creature. This way does have drawbacks but that is not what you asked about.
Fomebs Posted July 30, 2013 Author Posted July 30, 2013 What Monster girl does is take NPC's and equip them with creature armors, much like you would add a dress or a suit of armor. This is the only way to "trick" the game into using a NPC as a creature. This way does have drawbacks but that is not what you asked about. I see, too bad. I was trying to create an NPC that has the exact same meshes, texture, spells etc. with the Spider Daedra, in order to create a Spider Daedra that can perform all the human female animations. I've previewed some of them in the construction set and some of them seem to be working fine, so I wanted to try it out ingame. Do you know if there is a way to nerf the RaperS (or Lovers with PK itself) so that the rape spell works on creatures as well? What I mean is a spell that once cast, makes the creature and player perform (or try to perform) the Defense and Attack motions respectively, regardless of whether the creature's skeleton is fit for the animation or not.
gregathit Posted July 30, 2013 Posted July 30, 2013 Ok, let's back up. In order for an NPC to be a "creature" you have to do the following: 1. Make the "creature suit" mesh use the human skeleton. This requires loading it into blender, deleting the old skelly and importing a human one, exporting it and putting it in the meshes folder.. 2. Then using the CS to put the creature suit into the esp and then into NPC's inventory for them to wear. Now the "NPC\creature" can use the human animations (1-200). You can NOT use both human and creature animations interchangeably. An animation made with a custom creature skeleton can ONLY be used by a creature mesh\skeleton that is identical (for the most part). Just as creatures can NOT use human animations, as the skeletons don't match. I advise you to grab a copy of Monstergirl and look through the meshes as well as the esp to see how they did things. I am in no wise an expert in this type of thing, as it is basically a waste of time IMHO. Turning NPC's into creatures basically makes your plugin incompatible with 90% of the overhauls and other plugins that exist. You start changing basic game mechanics and you can fuck stuff up in a hurry. Best of luck to you.
Emily Posted July 30, 2013 Posted July 30, 2013 Just install the Monstergirl and Go to chadlew chapel. Emily put a friendly Spider daedra NPC there. It's more than enough for anyone could ask for such mod in the next hundred of years to come.
Brigade Posted July 30, 2013 Posted July 30, 2013 Just install the Monstergirl and Go to chadlew chapel. Emily put a friendly Spider daedra NPC there. It's more than enough for anyone could ask for such mod in the next hundred of years to come. Emily, bath salts are not candy.
Symon Posted July 30, 2013 Posted July 30, 2013 Perhaps this may assist? http://forums.bethsoft.com/topic/1465710-rel-blockhead/ Which leads to http://oblivion.nexusmods.com/mods/43752 Always worth keeping track of the latest developments on the officials. I haven't played with it yet but I see a great deal of potential.
Ohmygod Posted October 6, 2013 Posted October 6, 2013 I have a concept but no time to try yet. could we makes that creature body armor to use lower teeth slot, and that creature head mesh to use upper teeth slot ? I know this does cause normal body and creature body be displayed at the same time so I planned to set skin texture to pure transparent texture. Totally transparent skin texture should make the normal body completly unrecognizable by players. At the same time, we haven use the body slot so monster NPCs may equips normal armor upon their creature body, may this be some kind of intresting side effect or should we script to prevent it happen ?
gregathit Posted October 6, 2013 Posted October 6, 2013 Won't work. You can't have a transparent deal like you are talking about. The body underneath will either not show up at all or it will "flash" in and out. There is no benefit and tons of drawbacks to what you are proposing. If you want an NPC to wear a creature body suit then just equip them with it.
Ohmygod Posted October 6, 2013 Posted October 6, 2013 well , thanks for answer . sometimes some kind of mods removes creature suite armor/cloth from creature NPC and we see the bared humen body . What I trying to do is to prevent the above to happen and get more immersive, so I planning using teeth slot for the creature suit , they seems never been un-equipt and goes with a race, not only with a single NPC. If the transparent texture wont work, then I think I should turn to unplayable scripted armor that keep equipting on NPCs and could never be un-equipt, but this plan seems to conflict to other mods, like SetBodyAuto or that kind... Any ideas? PS: I dont know why but I cant use CS, so I could make mods only by TES4Edit, which seems no support for compile mod scripts. so I not able to make script run. any helper tools?
JSmith20142 Posted October 6, 2013 Posted October 6, 2013 You really need to get the extended CS working if you're serious about scripting. I was having trouble until I got the very latest OBSE (still officially a beta, I believe), and the latest version of the CS extender (which is on Nexus). It's a really nice piece of work now. I am in awe of shadeMe's abilities.
gregathit Posted October 6, 2013 Posted October 6, 2013 If you don't want to use the Beta OBSE then you just grab the 51 version of the CSE. It works fantastically with OBSE v20. Best of all it is REALLY damn stable! Gone are the frequent crashing issues that the CS alone used to have. Course you still should save early and often......just to be safe.
JSmith20142 Posted October 6, 2013 Posted October 6, 2013 The latest CS extender ( v 6.16 ) is far superior on the scripting side. to any of the earlier ones, and is very stable, unless you try to load oblivion.esm directly. I find the latter forgivable, as it tells you that you are about to end the world, wanna reconsider?
gregathit Posted October 6, 2013 Posted October 6, 2013 What features did they add to the scripting side from v51 to the current? I have a couple of tools and plugins that are not compatible with the beta OBSE versions and the flashy visuals of the latest versions of CSE were not enough cause for me to make a change. Mostly due to the fact that I don't want to mess with trying to make those tools\plugins compatible and that I don't ever have any need of the visual side of the CSE. Now scripting improvements might peak my interest. Then again, v51 really gets the job done for me as I don't do much scripting.
Ohmygod Posted October 7, 2013 Posted October 7, 2013 well, tried, and failed. It will take a long time for me to start script oblivion.
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