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Re-texturing androids


devinpatterson

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I'v done a few re-textures, mostly weapons, some protectrons, brahmin etc. But I want to retexture a human body. I'm trying to make androids, that have patches of skin missing with the metal or electronics visible beneath.

 

Normally I just go into geck check the model list for the creature, which lists the nif, load it into nifskope and see what textures it uses. I don't even see a body tab on npc's. I browsed the meshes with fomm and found some nif's like upperbody.nif, that I can re-texture. However I don't know how to add them to a npc model. And I don't want a body replacer, just something for androids. All the google search results for re-texture seem to be related to items (weapons, armor) or creatures. Would anyone have any suggestions or know some good tutorials for making skin for the androids?

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I have investigated about this a little bit but I never made it all the way through either. Here's what I know. For NPCs, you are stuck with human "gibs". That is, on a crit hit or cripple, you will see red blood, eyeballs, etc. There is no way to avoid that with NPCs. You may have seen this with the robots in my quest mod The Most Dangerous Game. Probably what you need to do is define a new creature. If you select a creature, and bring up its dialog box, one of the tabs is "model list". The list there is built from the nifs in the corresponding directory. For example, supermutant nifs are all found in the creatures\smspinebreaker directory. I have retextured supermutants by adding nifs here (I believe you have met Leet, also in The Most Dangerous Game).

 

The part which I did not figure out, is how to populate a new creature directory with animations. What I want, and probably what you want, is to have all the human animations available, but our own nifs. (You want to retexture, I just want no human gibs). This thread about Leet may be helpful, or not. This thread at bethsoft gives what information I have about gibs and animations.

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I have investigated about this a little bit but I never made it all the way through either. Here's what I know. For NPCs, you are stuck with human "gibs". That is, on a crit hit or cripple, you will see red blood, eyeballs, etc. There is no way to avoid that with NPCs. You may have seen this with the robots in my quest mod The Most Dangerous Game. Probably what you need to do is define a new creature. If you select a creature, and bring up its dialog box, one of the tabs is "model list". The list there is built from the nifs in the corresponding directory. For example, supermutant nifs are all found in the creatures\smspinebreaker directory. I have retextured supermutants by adding nifs here (I believe you have met Leet, also in The Most Dangerous Game).

 

The part which I did not figure out, is how to populate a new creature directory with animations. What I want, and probably what you want, is to have all the human animations available, but our own nifs. (You want to retexture, I just want no human gibs). This thread about Leet may be helpful, or not. This thread at bethsoft gives what information I have about gibs and animations.

 

Thank you davidlallen, I'll peruse those threads and see what I can gleam

 

I'v been pondering a decal approach while using a npc.

 

BTW I havn't had time to try the final of The Most Dangerous Game

 

I was wondering

 

did leets fate change from the beta ver?

 

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I was wondering

 

did leets fate change from the beta ver?

 

I recorded the dialog but then I spent too many frustrating hours trying to get his packages and her packages to do the right thing. I gave up and put it back to the off-camera event you discovered originally. Maybe for a later update, once the memory of the pain fades.

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