MortemTheModder Posted December 17, 2024 Share Posted December 17, 2024 hi guys I noticed that oblivion can really screw skeletons up, I have the playable centaurs mod but it's ruined one of my saved game's characters skeletons. is there some mod out there we can use to reset the skeleton or select it something like that? if not we could really use that as it would solve so many of oblivions skeleton problems. Link to comment Share on other sites More sharing options...
MortemTheModder Posted December 18, 2024 Author Share Posted December 18, 2024 if it doesn't exist does anyone know how this may be possible to do? Link to comment Share on other sites More sharing options...
MortemTheModder Posted December 24, 2024 Author Share Posted December 24, 2024 please? someone. Link to comment Share on other sites More sharing options...
Selene310187 Posted December 25, 2024 Share Posted December 25, 2024 Do you get a CTD when loading the save game of the character in question? Link to comment Share on other sites More sharing options...
MortemTheModder Posted January 3 Author Share Posted January 3 On 12/24/2024 at 7:00 PM, Selene310187 said: Do you get a CTD when loading the save game of the character in question? no just a broken up skeleton; this was supposed to go in an oblivion thread btw. but even if that weren't the case in oblivion we have no real way to switch skeletons at runtime which can really mess up your game's savefile(s) and or just ruin the experience. Link to comment Share on other sites More sharing options...
RomanR Posted January 3 Share Posted January 3 For example Curse of Hircine - Resurrected mod changes a player's skeleton upon werewolf transformation in (almost - using quest script which is running with 1s pause) realtime, using OBSE function SetModelPath: Spoiler ;; swap model ;; Note: only works after calling Update3D to reload the player model if ( cidwwsettings.swapmodelplayer || cidwwsettings.toggleanimsplayer ) if ( cidwwpcwwmode == 0 ) if ( player.CompareModelPath "skeletonWerewolf.nif" ) let modelpath := "Characters\_male\skeletonbeast.nif" else let modelpath := player.GetModelPath endif if ( cidwwsettings.swapmodelplayer && enablemodelswap ) let newmodel := "Characters\_male\skeletonWerewolf.nif" if ( cidwwsettings.toggleanimsplayer ) player.Call cidwwFNToggleWerewolfAnims 2 endif else let newmodel := player.GetModelPath if ( cidwwsettings.toggleanimsplayer ) player.Call cidwwFNToggleWerewolfAnims 1 endif endif else ;; Fix tail glitches for non-beast skeleton player.UnequipItemNS tailtype player.EquipItemNS cidwwnotail 1 let newmodel := $modelpath if ( cidwwsettings.toggleanimsplayer ) player.Call cidwwFNToggleWerewolfAnims 0 endif endif player.SetModelPath $newmodel ;; Note: Update3D requires 3rd person to work if ( player.IsThirdPerson ) player.Update3D else ToggleFirstPerson 0 player.Update3D ToggleFirstPerson 1 endif endif sv_Destruct newmodel Link to comment Share on other sites More sharing options...
Selene310187 Posted January 5 Share Posted January 5 (edited) I examined the plugin of the Centaur race in the Construction Set. When you load the mod in your game the first time, a quest script changes the race of your character to Centaur (quest DMCentaurEnableQuest). The relevant part to the script: SetRacePlayable DMCentaur 1 There's a NPC who has the custom skeleton assigned (file path: DMCentaur\_male\skeleton.nif). I think creating a NPC with a custom skeleton makes the race using the custom skeleton. What race was your character before you installed the mod? You need a script that changes your character's race back to the original one. We can use the mod's race changing script as base. So if the original race is Imperial, the script could look like this: SCN OriginalRaceEnable begin gamemode message "The race is changed back to Imperial" SetRacePlayable Imperial 1 StopQuest OriginalRaceEnableQuest end begin menumode message "The race is changed back to Imperial" SetRacePlayable Imperial 1 StopQuest OriginalRaceEnableQuest end Attach this script to a newly created quest named for example OriginalRaceEnableQuest and activate the "Start Game Enabled" option. The command SetRacePlayable is an OBSE command. Start the Construction Set with Oblivion Script Extender enabled to make the command work. Edit: Please forget what I said about SetRacePlayable. RomanR is right. Edited January 6 by Selene310187 Link to comment Share on other sites More sharing options...
RomanR Posted January 5 Share Posted January 5 @Selene310187, I'm afraid that you are mistaken what SetRacePlayable does. This command, according to docs, changes "playable" flag only. This flag makes race selectable when using ShowRaceMenu command or on new game among some things. Skeleton is defined in NPC's base object definiton (and yes, you'll find player defined among them too). However with OBSE (as this mod uses it too), it should be possible to assign normal skeleton back upon loading a save. I would use this course of action: 1. Envelope such script in condition using GetGameLoaded function. 2. Checking actual player's race and determine if it's a beast race or not (propably best is to use GetRace function). 3. Checking if player has already right skeleton assigned using functions like GetModelPath/CompareModelPath. 4. If not, set it to right skeleton using SetModelPath command. And if someone ask why I won't do it myself, I answer that I'm quite hesitant to register on another mod site just to download one mod and due a complicated experience working on unfinished race mods in general. 1 Link to comment Share on other sites More sharing options...
Selene310187 Posted January 6 Share Posted January 6 6 hours ago, RomanR said: @Selene310187, I'm afraid that you are mistaken what SetRacePlayable does. This command, according to docs, changes "playable" flag only. This flag makes race selectable when using ShowRaceMenu command or on new game among some things. Thanks for the clarification. I forgot to mention that the race has a lesser power called Humaniod Form (Editor ID in the Construction Set: DMCentaurHumanFormSpell). It changes the skeleton back to human for short amount of time but you can't use the first person view when the lesser power is active. The script of the lesser power: SCN DMCentaurHumanFormSpellSCRIPT begin ScriptEffectStart if IsThirdPerson == 0 ToggleFirstPerson 0 message "First Person View not avaiable during human form" endif SetPlayerSkeletonPath "characters\_male\skeleton.nif" if player.getitemcount DMEmptyCoverTail < 1 player.additemns DMEmptyCoverTail 1 endif player.equipitemns DMEmptyCoverTail player.removespellns DMCentaurWind player.Dispel DMCentaurWind end begin ScriptEffectUpdate if IsThirdPerson == 0 ToggleFirstPerson 0 message "First Person View not avaiable during human form" endif if player.GetEquippedObject 15 == 0 player.equipitemns DMEmptyCoverTail endif end begin ScriptEffectFinish SetPlayerSkeletonPath "DMCentaur\characters\_male\skeleton.nif" player.unequipitemns DMEmptyCoverTail player.addspellns DMCentaurWind end Link to comment Share on other sites More sharing options...
RomanR Posted January 6 Share Posted January 6 What is interesting that SetPlayerSkeletonPath command works in my ancient v 21.4 too, although it's not even mentioned in its docs which came with it originaly. However when I played with it, while testing experimental script which targets Drake the Dragon's dragons, I began to suspect that OP origin of problems come due the straight assigning a skeleton file to player's base object. Link to comment Share on other sites More sharing options...
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