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Undead Argonians and Khajiit


Dokueki

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I have an understanding of how to use the Creation Kit for simple things like armors, followers and other misc models for the game world. But I have no understanding of animations. How difficult would it be to create a 'custom' enemy type/NPC race for Argonians and Khajiit that use Draugr animations?

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There is a mod for Khajiit and Argonian skeletons on Nexus, I assume they use skeleton animations but I'm not certain. Maybe asking the mod author would be the best place to start? He/she would be able to tell you exactly how they did it so you know how to make Draugr versions.

 

This is the mod is Beast Skeletons and the author is PROMETHEUS_ts.

 

From what I know, I think you are going to need to make custom textures in 3dsmax and then make custom textures for them. Save those files in your data folder, link them in nif and create your new npcs in Creation Kit. Then you can place them where you want in game.

 

Best of luck, I really like mods that add variety, the more lore friendly you can make it the better. :)

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Hmmm, I see what you mean now.

 

I'm working on the same animation problem. I want to use draugr animations on the player character for my mod. The problem is that they use different skeletons so are incompatible as is. I'm currently researching something called "animation baking" which allows you to attach an animation to a new skeleton in 3dsmax. So far that's the only way I can see to do it and although it looks like a plausible solution it's a steep learning curve. I wouldn't wait for me to figure it out as it's going to take a long time. Maybe someone here knows or you can try and figure it out yourself. I'd love to hear how you manage it if you figure it out! :D

 

If we think about this a different way it might be easier to accomplish your specific task at hand. If I understand correctly, what you want is a Draugr that looks like a beast race but uses Draugr animation. If I'm correct it would be easier to make a new mesh and texture for a Draugr. You can take the standard Draugr, replace the head with the beast race in question and retexture the mesh to match. The tail might be more difficult, I've not looked into it. I know the tails use their own animation/physics stuff so it might be easy enough to add it and retexture, but I would be surprised if it didn't need it's own skeleton bone that won't be present for the Draugr. If this is the case I would think that adding the stub of a rotted off tail to the body mesh would be easier than having a fully fledged one with it's own movements.

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I actually tried animation baking for Halo Custom Edition- my efforts did not go so well XD

 

If I went with the mesh merge you suggested, for the tail, i'd probably make it a HDT physics enabled 'attachment' that just flops about like a dope XD ( If I knew how )

 

I'd love to merge meshes, but I have less than 0 experience with rigging XD

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Haha, it's all trial and error! :D

 

I'd highly recommend Nightasy's Tutorials on youtube. Very informative and he covers a lot of material, just start at the beginning and see where it takes you.

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Theres actually a much easier way going about it! Try duplicating the naked argonian body under armor addons then make a new armor under the armor tab then assign the race for the armor so duplicate the skeleton race assign the armor addon to the race you made and same with the regular armor and make sure the bidpeds in armor match the biped in armor addons that you made then go to the race you made and under body data go to skin and add the armor you made and voila

Edited by PyroToaster
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