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Skinwalker21

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    SkinWalker21#3672
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  1. Very feasible. Same with wereducks, werehippos, weretrolls, werewhales..... anythings possible. Hircine can will it if he wanted to.
  2. Hello all. I'm wondering if anyone can tell me how I can get the CK to recognize my project hkx. I go into gameplay tab>animations and it shows "actors\4Dragon\3" instead of what it should show "actors\4Dragon\4dragonproject.hkx"
  3. I know this thread is a little old, but did you put in animationdatasinglefile.txt and animationsetdatasingle.txt in your meshes folder? in both of your txt files, it should have the name of your .txt of your creature such as (yourcreature)project.txt you also have to bump up the number to top of the datasingle files by one if youre only adding one.
  4. Hello, I'm a modder who's made a few new creatures. I've even made creatures with custom skeletons so that their vanilla can move in different ways. I've made Woolly Kodos, Giant Land Walking Squids, Kiwi Birds, Giant Bats and Tyrannosaurs . But I was never satisfied, I always wanted to make not only just new creatures that are dependent on the vanilla skeletons, but skeletons that have additional bones. I'm looking for modders who have extensive knowledge of the hkx. files and implementing custom hkx files for a custom creature race such as 4 legged dragons. I have the tools for whats needed according to various sites with tutorials on hkx editing and from other people who talk extensively on this subject. I have a custom skeleton nif, I looked into the centaur project and learned from the people on how its done. I made hkx files in almost the same way they made theirs only that this will be a dragon and I think I almost have it, but more additional help is needed. My creatures name shows up in gameplay tab>animations in the creationkit, but it just shows up as "actors\4Dragon\3" instead of what it should be that is "actors\4Dragon\4dragonproject.hkx". By having enough people to pour in their knowledge of hkx files, a working workflow could be established to making new creatures with new hkx file, and a tutorial can be setup so that other people can learn from it. All help and info is appreciated. A link to my discord channel https://discord.gg/qDf86zr
  5. What kind of tools should I get first hand? I can't get access to 3dsmax 2010-2012 versions to use. So I'm kind of stumped on what I should do. I'd like to avoid using fnis as much as I can so my mods don't require an extra dependency. I'm not looking to add extra animations into the game, more like a replacer.
  6. How do I make a script that makes npcs take stuff from your inventory?
  7. anyone have an idea why .nif models wont show up in the creationkit, i get a warning window that says MODELS: Could not find model. and it doesnt seem to be just my nif model. and it shows a red exclamation mark. it shows up perfectly in nifskope.
  8. so i made a custom creature in 3ds max, its a new mesh and its a custom skeleton. all the vertices have custom weights and its able to export as a nif file, but when i open it up in nifskope, the custom skeleton is there, but the mesh wont show and i have no idea why it wont show it.
  9. those dlls are still from 32 bit, they still need to be made for 64 bit. need access to it's source.
  10. anyone know how to do this? couldnt find any tutorials on this subject.
  11. anyone have a clue as to rig a creature mesh from 3ds max and putting it into skyrim?
  12. anyone know any videos or tutorial on how to rig a creature mesh from 3ds max and point me in the right direction? Thanks.
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