Hickory Posted April 12, 2011 Share Posted April 12, 2011 What's wrong with using the same method that is used for NPCs? Folder structure separation, creating new rat 'races' or sub-species in the CS? Each will have their own texture. \meshes\creatures\rat\white\\meshes\creatures\rat\black\\meshes\creatures\rat\brown\ Hmm, this sounds promising. However the 'Rat' folder, as far as I can tell, is the final subfolder for which the rats model resources are kept. Could you explain this further? Thank you. You create your own 'species' subfolders within the 'rat' folder, as shown. Copy the rat nifs to each folder, and edit them to point to different textures. You then create different rat 'species' within the CS, pointing each new species' body to the new nifs. Worked an absolute treat. Thank you very much. Cool. So the old saying has proved itself: 'There's more than one way to skin a rat'. :laugh: Link to comment Share on other sites More sharing options...
Glenn1990 Posted April 12, 2011 Author Share Posted April 12, 2011 Congratulations. Will we be seeing these rats soon? :) Hehe. Sadly not. I'm not actually creating a mod for the fun of it. I'm currently studying computer game design in my 2nd year of university and we were asked to make an oblivion mod in groups for a marked assessment. None of the members are very familiar with the oblivion CS so i cant imagine the mod will be of a very high standard. But we'll see. :) Link to comment Share on other sites More sharing options...
Telyn Posted April 13, 2011 Share Posted April 13, 2011 It might be high standard. After all, most Oblivion modders have not studied game design in any formal way. Hope you get good marks. Link to comment Share on other sites More sharing options...
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