beanspan Posted July 4, 2013 Share Posted July 4, 2013 I recently decided to add a new creature to Fallout 3, a humanoid that needs to be able to use/fire a gun. Proportionally it made perfect sense to use the human skeleton (meshes/characters/_male/skeleton.nif) and so I did. I rigged my creature in Blender 2.49b, imported the skeleton, and exported the mesh with the correct settings. Then I set the creature up in the GECK editor: gave it a custom bodygroup, a weapons list to use, choose the correct skeleton in ModelList and selected its mesh. So far so good. Upon loading Fallout 3 the creature moves around, immediately draws its gun and fires on me. Perfect, I think to myself. Upon killing the creature I notice something - once it falls down dead, it ceases to have any ragdoll physics. It does have physics at the time of death - it falls over, flies back, etc just fine - but once it comes to standstill, the ragdolls stop. I can still loot my creature, and even continue to attack it, but doing so - especially if I dismember it - crashes the game to desktop. I panic and load the mesh in Blender, triple check my weightpainting/etc, re-export it, and get the same thing - dismembering the creature post-death 100% crashes FO3 to desktop. I'm convinced nothing is wrong with the mesh at the 'Blender' level, so I think of another way to test it. The creature uses the human skeleton and has the same kind of rigging, so I decide to test the creature as an equippable armor. I make it into an armor and give it to an Enclave soldier in the GECK editor, and drop him in the game near Vault 101. I load Fallout and head to V101 and there he is, wearing my creature as armor. I attack and kill him, and notice I can drag his body around just fine after death. I shoot the body tons, dismembering it over and over, and there are no crashes. Just to be sure I retested this 10 or 11 times. 0 crashes dismembering the creature mesh - when its worn as an armor. Sorry for all that text. I figure the more specific I am, the better the chance someone might know what issue I'm running into. My question is this: why would a mesh that works perfectly as an armor - ragdoll physics, dismemberment, etc - cease to have ragdoll physics upon dying, and crash the game when dismembered as a creature? Is there a way to give a custom creature proper ragdolls or otherwise prevent this from happening? Link to comment Share on other sites More sharing options...
beanspan Posted July 4, 2013 Author Share Posted July 4, 2013 Problem fixed, disregard/delete this topic please. Link to comment Share on other sites More sharing options...
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