wholegrain Posted January 1, 2017 Posted January 1, 2017 Let's say there's a conjuration mod that allows you to summon scamp. I replace the mod's nif file with the nif file of another creature, what's gonna happen? I thought replacing the scamp nif with a goblin nif would allow me to summon goblins instead without the game crashing or the animation bugging out. Also, they have a similar skeleton, perhaps they have different size, but I thought it would work.
Varithina Posted January 1, 2017 Posted January 1, 2017 In theory it should work the way you said, have you tried doing it? If so did it work or what went wrong?
wholegrain Posted January 1, 2017 Author Posted January 1, 2017 I am planning to do it. I only see nif files in the mod for some reason and the animation for both models should be the same.
Varithina Posted January 1, 2017 Posted January 1, 2017 Hmm, not too sure about this but you may not be able to see meshes for models held in bsa unless you unpack those bsa files.
gregathit Posted January 1, 2017 Posted January 1, 2017 Won't work.....period. "Similar" is NOT the same as "exact". Skeletons MUST be exact (meaning if you want to switch a goblin out for another creature, you'll need to modify that creature to use the goblin skeleton). Also, some creatures have more than one nif file that makes them up. If you want to switch a creature out, the better move is to use the CK and change it via that.
wholegrain Posted January 1, 2017 Author Posted January 1, 2017 loaded the file in CK and it works. I used a monster that used the werewolf animation and it works very well.
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