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Morroblivion and Skywind


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Posted

Just wondering if theres any interest in adding SL support to those mods, after all they seem to be really nice mods.

Question obviously is if the creatures in that game are using skyrim-ish skeletons or new ones which would require new animations.

 

Any thoughts?

Posted

Well in my opinion, yes. however, it should be delayed until someone can 100% each of there stories (or at least as much as they can) and see if there would be issues with it.

Posted

Aside from needing support work done to accommodate the new creatures/faction/whatever, the framework should work equally well with Skywind and Skyblivion as it does with the Skyrim content/mods. There shouldn't be any major conflicts aside from what currently exist in Skyrim between sex mods and you should still be able to summon the existing Skyrim stable of creatures as well.
 
At least, according to this thread...
http://www.loverslab.com/topic/11868-morroblivion-compatibility-rape-and-a-few-others/
... Lovers w/ PK worked quite well when ran in Morroblivion. I don't see why SexLab would be significantly any different with regards to Skywind since they can't change the game engine.
 
At any rate, even with major conflicts, it'd be a hell of a lot better than what's currently available for Morrowind.

 

post-209844-0-39119300-1386464956_thumb.jpg

Posted

I'm currently the primary animator for the skywind project, no I'm not doing any animations for sexlab. Here's the deal, as it stands we're just going to be using the vanilla skeletons with scaled bones. Sadly I never heard back from xp32 on the process of adding bones to skeletons with the purpose of animating. From there all the creatures will be set up with their own folders for their animations and bahavior files. Which causes some problems for fnis.

 

With all of that said sexlab relies apon fnis creatures which needs to be set up for each creature independently. Like how there was troll support but not frost troll, that might have changed I've been out of the loop. Once the creatures come out in a public release people can start working on a compatabilty patch. The ogrim should come first, there's another creature that I don't know about right now in the works with some basic animation modifacation. After that I'll start work on the hunger. With that said I work and I seldom get a day off,

Posted

Interesting. 

 

So you made custom creatures? There is FNIS support for that. Described in the FNIS 4.0 documentation for modders.  :)

 

 

 Want custom "Behaviored Objects": if you make something like that, then you probably start with a copy of an existing one (at least for the behavior part, and for the FNIS CreaturePack part). Look for that object's entry in "GenerateFNIS_for_Users\BehavioredObjects.txt" and make a corresponding entry in a new file "BehavioredObjects_<yourmod>.txt". This will include your new creature into the FNIS generator.

 

Posted

Yea the shalk and nix hound where next up on my plate, the shalk was easy and pretty much done so it should be out in the next update. The nix hound after that. As I have to make custom animations for the ogrim in my free time which I have little of I'm throwing that on the back burner. As it stand one community head thinks that we where going to set up the creatures with a switch that replaces the vanilla ones. Which isn't going to work as we have multiple creatures per skeleton. Hope fully we can start doing slightly modified ones as one of our very gifted members just got a completely custom skeleton done for the silt strider, that thing is going to be fun.

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