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devinpatterson

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Everything posted by devinpatterson

  1. Hmmm, are they (original textures) not included in the BSAs? I'll take a peek.
  2. Sure, also there are some "bug clouds" that might be good in the earlier stages as well
  3. I don't believe they're rigged. They don't have a skeleton, any bones ( in the gamebryo sense, ie bip01 Head etc, despite some niNodes having similar naming scheme to bones) for keyframe etc, nor would there be any need to. I'd be surprised if there were, since they aren't animated. They have collision capsules, but that's typical for movable statics. Not to be overly pedantic, but it's important to distinguish between rigged and non rigged nif's and not just to prevent general confusion for other members, but also in re: to capabilities and a what we can do with the models. They do have hinges if that's what you're referring to in re: to ragdoll physics. I suspect I could import blocks of new meshes (ie deathclaw bones, super mutant bones etc) into those capsules and hinges to make non human bone" "marionette"s without having to muck around with their actual construction. But see below; in re: to how actual rigged models may be of use So I was extracted meshes to start working on a desiccated deathclaw and noticed deathposes.psa. This is an animation format, although I can't figure out how to play it yet. According to some info I dredged on google it's multiple death poses with one chosen by the game engine at random at the time of death. It may end up being a complete dead end but if they can be accessed it's might be a way to get the same exact pose for different models. Just a thought.
  4. Hi Speaker60, thank you for the input, I apologize in advance for the short/terse reply (crazy week). I'll take a look at the mods you mentioned. Essentially I was using bones rigged to the standard skeleton (gamebryo in game skeleton) so I could take advantage of the ragdoll mechanics (kill em and drop em on the same position). I don't think a simple static would serve well as a replacement. If it were, however, possible to make a static with even a rudimentary skeleton like structure (even just a basic marionette like structure for a nif), it would be my choice too. I do know there are statics with hinges (like pub signs in oblivion), but I don't know how to set them up in nifskope. I'll try and do some research. I'll try and post a more cogent answer as soon as I have more time.
  5. Good to talk to you again Darlingg I think I could piece together a skeleton for *some* humanoid creatures. For example, with deathclaws, it's really the skull and the digitigrade legs that I don't have enough confidence in my skills to make. I think I could do something like a super mutant pretty easy, since that'd just be editing a human skeleton. Statics would probably be the safest bet, but placement might be a problem (ie. trying to line it up in the same pose as a ragdoll body killed). Do you care if the skelton is moved around. Maybe like a havok'd object that is dropped. Or possibly a real critter rigged to bones then killed over the corpse and dropped a foot or two (to let the new skelton corpse fall in a quasi natural position). Hmmmm I don't know, I feel like we're missing a important component or need a bit of out of the box thinking, as all of these solutions are problamatic. Any suggestions from knowledgeable peeps re: the model would be greatly appreciated.
  6. I'm not sure that's the way to go, Only NPCs (humans and civilized ghouls) have a race entry (and I think Darlingg is referring to "humanoids and creatures"). But even if your focusing on just NPCs, changing the race is going to be problematic as their outfits/armor isn't going to change. Their head might if it's unadorned, but not the mesh of their outfit....at least I don't believe so (although I'm no expert in this area). That is also assuming the best case scenario and I suspect using that function after they die may have other pitfalls as well (I'll have to do some research).
  7. No worries, I'll make two versions so anyone interested can choose their favorite
  8. Huh, there are upgraded versions of the "sentinel", gold (in phantasm 2), black (phantasm 3), and red (phantasm 4). This is from the wikia, my faulty data banks don't recall any of the pervious info. The red sentinel is a "suicide" sphere that detonates....I wonder if there is any connection between the dark tower's crimson king's sneetch which was a sort of small, self guided, explosive sphere.
  9. I think I could make a "desiccated" corpse in blender, however an actual skeleton of something non human, may take much longer with my humble skill set. I'll experiment with a desiccated (and emancipated) model and see how things go. I was going to have to make one anyway for a wendigo, in a native american lore mod I had in mind.
  10. Also I think to balance what is obviously a pretty powerful item (it's essentially a kind of "immunity" to spore plants) a helmet overly should be added to limit your field of vision. The overlay obviously being the inside of the spore plant mouth (probably with a higher res texture if possible).
  11. OK I'll see if I can compact it a bit while keeping the center portion big enough to house a human head. Yeah I was thinking of a variant, something like additional leaves for added subterfuge/camouflaged. Not as heavy as a ghillie suit, but a fair amount of vegetation sticking out.
  12. Yeah, I'm a fan of that campy, dumpster fire of flick too. Maybe a actual Sentinel might be a better choice than retconning of ED-E....after all they do seem much more simplistic than our favorite eyebot. I did some work on a smaller model of an eyebot (there are advantages to a smaller mesh as opposed to setscale on the default eyebot) as I plan on making a "ralphie" toy that you can get for ED-E (that effectively becomes ED-E's companion). I thought it would be fun to explore a companion having a companion (and ralphie being a little scamp), plus it would make ED-E so happy. But a similar smaller model with mirror finish sphere (and blade assortment), shouldn't be out of the realm of possiblility. I think I could do something like that via script. I did it for a raven companion via script https://youtu.be/yUoC8cy41r0 I can't say for sure how it would fare on non human opponents as I wouldnt' necessarily know their height to set that variable to target the head, but there is a get/setNPCheight function.......so maybe?
  13. As I mentioned in my previous post I can't help with new animations. This is the positioning of the plant mask I've settled on as (hopefully) the least problematic.
  14. I can help you with 1 & 3. Maybe someone with some animation experience can step in to help on #2 for a walking plant. I haven't learned animation so the best I could do would be to rig it to some other skeleton in game.....and I can't think of any promising candidates right off the top of my head.
  15. There are flames on the eyebot helmet that could be copied and pasted to a flame thrower version of ED-E to give him/her/it some bling/style;
  16. Havn't had a chance to do any modding for a few days, so posting this esp until I can get around to finalizing the request. Same song and dance player.additem XX000ADD 1
  17. I'm no expert when it comes to scripting (or anything else), but I don't believe this is what your looking for. I can get you to manipulating "sLevelUpPerkCounter", but this is simply the text "CHOOSE 1 PERK". If you change the string/value, it just changes the caption on the lower right to whatever. It's not gong to pop up the perk menu(mode), it's just going to change the text next time you get your perk in the natural course of gameplay. You might have to try some out of the box thinking if you want only the perk applied. Something like getLevel, and getAV and storing them so you can restore them afterward, then rewardXP or setLevel, giving two levels. Pick you perk, then when the menumode close modAV restoring former values/stats. Something along those lines. Or maybe someone has a better idea that has less record keeping or a more direct method of triggering the perk menu (kinda doubt it though, I don't think there is seperate menuMode for just the perk).
  18. For firebug ed-e there are some flames texture on the eyebot helmet you could lift.
  19. OK, still need to grab blener portable (easier to place the meatcap), but basically your request;
  20. The dropbox link is still working for me, but if you need another here is the gdrive link. Or am I misunderstanding your question?
  21. So just make your noggin invisible? yeah I can do that for you. Do you want a meat cap on the neck so your not looking down an invisible hollow body in the "neck hole"?
  22. When I do a request I upload it under my profile with the title "blah blah as requested by XXX", but this isn't really a mod so if you just want to upload this little edit it's all yours.
  23. It's probably subjective. I made a eyebot with a mini gun but it never looked right without the attack loop. But try it, maybe it will aesthetically look fine to you. On the other hand an attack loop seems like the easiest animation to make (in my uninformed opinion) since your just moving the actor back and forth a bit. I'll look into some of the animation tutorials and see if I gleam any insight.
  24. Here is the edits I made; and the esp Right now I'm just working with vanilla geck, and need to reinstall all my tools. When I have blender, and nvse up and running, I can play around a bit with the other aspects I mentioned in my first post No problem, it ties in with some work I needed to do anyway (for a rootin tooting sarsaparilla cowgirl eyebot, K8-E).
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