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Need some help modding Reznod's mannequins


Balakirev

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DoH! I see that you asked about copying from another "mod" so it is basically a plugin-to-plugin transfer of an NPC face. I don't ever remember wanting to do this or noting others wanting to do this so I have no memory of a feature in a program that accomplishes this. TESsnip may allow you to copy/paste the exact same NPC from one plugin to another but I wouldn't know how to transfer that NPCs face configuration onto another...unless Wrye Bash can somehow export an NPC face back to a savegame...then you can re-import over another NPC.

 

LHammonds

 

Isn't there 'copy' and 'paste' button at 'Face' tab or 'Advanced (Face)' tab(I mean, in Construction Set)?

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Isn't there 'copy' and 'paste' button at 'Face' tab or 'Advanced (Face)' tab(I mean, in Construction Set)?
Yes. Under Face Advanced. I don't know how it works though. The CS crashes shortly after clicking the copy button for me. I am not sure if it can copy/paste between different plugins or if you have to use TESsnip to copy/paste the NPC into your main plugin or do a selective merge of the mods before being able to use that feature.

 

Requires experimentation. Would be awesome if you could open one plugin, copy said face, open the other plugin and paste face on your NPC!

 

NOTE: Once figured out, it would be an excellent topic for a tutorial. :whistling:

 

LHammonds

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I tried copy/paste myself earlier tonight for the first time, and had the CS crash on me, too, at first. Tried it later without any crashing, but discovered that it doesn't seem to work. I tried copying from one mod to another, without success. None of the standard or advanced face values carried over, unless it was done between vanilla faces native to Oblivion. Damn. I swear, some of these people must have sacrificed the lives of their unborn children to achieve the fine facial effects they did. Am I the only one who thinks many of the faces generated through the CS bear little resemblance to the same thing once implemented in the game?

 

EDIT: Oh, and yes: it appears Reznod has a script in place to disable detect life by mannequins. He might have added it to his last version, as I recall some complaints on a PES thread about this problem being corrected.

 

SON OF EDIT: Yes, setting unconsciousness to 0 does offer tradeoffs. On the one hand, eyes don't close, so the NPC mannequin looks more natural. On the other, the mannequin follows you with a slight curve of the body, and it makes occasional comments. Neither frankly bothers me, and I actually like the first. Though if I can shut off the dialog easily, I'll do it in a flash. Just haven't found any way to do this, yet. Deleting all the greetings entries for one NPC of a race, for some reason, deletes them for all members of that race.

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Like I said, it was about 2 years ago when I worked on this idea. And all of my work was lost so I'm working from memory here. I remember the script for defeating detect life, but for some reason it was not working properly for me. Possibly because I was rewriting some of the other scripts to stop the mannequins head tracking and greeting me whenever I walked into the shop.

 

One idea I had (never tried) was to change the mannequin from an NPC to a static object somehow once it was placed. My computer at the time was much slower and I found that with about 10 mannequins in the same display room things slowed down significantly.

 

There was another mod I was mining for ideas - Nemos Unique Mannequins by nautilusfossil

http://www.tesnexus.com/downloads/file.php?id=11995

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