Rua Posted August 12, 2015 Posted August 12, 2015 Hi all. I'm a somewhat experienced modder but this is my first time asking a question here. TL;DR: I need a tutorial or advice on completely new creatures. I've been up and down the internet today trying to find a reliable answer as to whether I can add completely new creatures in the CK. I have a big dragon with 40 animations and its own skeleton that I'd like to implement if possible. I got the creature in cinema 4d format, which I exported to 3ds max and made some attempts at skinning and exporting to CK. I have not yet made any attempts at swapping in the new animations as I'd like to try and get some advice on it first. I need some wisdom mainly on the Skeleton/Behavior/Animations end of things. If anyone can offer any help I'd appreciate it. Thanks!
Guest Posted August 12, 2015 Posted August 12, 2015 There can be a few different problems. First: check that the textures are available and in the corect path. Second: CK when you add a new NIF it does not get it right away. Select the Cell editor window and click F5, this will refresh all the NIFs and textures. Do a couple of posts here, so you can put a few screenshots. For sure you will get help.
Rua Posted August 12, 2015 Author Posted August 12, 2015 Aye I have the texes working ok. The CK shows me the dragon as an object alright so that's all in order. Added pics. Thanks a lot mate.
Guest Posted August 13, 2015 Posted August 13, 2015 OK, in NIFSkope the dragon is OK. Are you using a completely custom skeleton or your is based on the vanilla one (also with new nodes, but with all the original nodes)? If your skeleton is completely different from the vanilla one (or the extended ones from FNIS et similia), then CK and Skyrim, will not be able to apply the animations to it. Can you also post a screenshot about what happens in the CK? Maybe also the Race you used to define this dragon? Thanks.
Rua Posted August 13, 2015 Author Posted August 13, 2015 OK, in NIFSkope the dragon is OK. Are you using a completely custom skeleton or your is based on the vanilla one (also with new nodes, but with all the original nodes)? If your skeleton is completely different from the vanilla one (or the extended ones from FNIS et similia), then CK and Skyrim, will not be able to apply the animations to it. Can you also post a screenshot about what happens in the CK? Maybe also the Race you used to define this dragon? Thanks. It's a completely new skeleton alright but I believe that it should be workable if I can get a behaviour file for the creature that CK can read, which seems to be possible but I'd like to hear if others have done it before so I have a better chance of getting it right. I have a full set of animations as well as the skeleton. I made a new race for the dragon and all that stuff yep. I know well how to make a new race or a new variation of an existing skeleton but it's this step further I'm aiming at. It seems very unlikely that you can't put new creatures in. I think it comes down to the behavior file as I say. Cheers again!
sfeile Posted August 18, 2015 Posted August 18, 2015 I am clueless, and can offer no help, but I just wanted to say that is one awesome looking dragon sir!!!
Rua Posted August 18, 2015 Author Posted August 18, 2015 I am clueless, and can offer no help, but I just wanted to say that is one awesome looking dragon sir!!! Haha yeah it's nice, alright. I have a few collected that I would put in if I could get a handle on the process. Be a nice addition.
sfeile Posted August 19, 2015 Posted August 19, 2015 I hope you get it figured out, I would really like to see them in game if you decide to share them.
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