Jump to content

Amazon Man-Hunters, issues with Khajiit tails


diosoth

Recommended Posts

This is a faction added by OOO. I've noticed a goofy bug with the Khajiit members. Wen I enter a cave that contains them, any Khajiit in the room will have the end of their tail "pinned" to a certain spot, usually by the door on initial entering. Their tail stretches and clips through the room from the pin-point to wherever the actor is. If they enter a new room, it pins elsewhere in a random spot. It can also re-pin elsewhere later on, it seems largely random. This will also happen if led outside(a lot-level money trick of mine was to lead them outside from Dzonot cave and let the imperial guard handle them- some of them have expensive armor). Initially the tail will just be stretched though after some time the tail itself will stretch and flatten to a sort of 1 pixel wide "sheet" that can stretch quite far. At one point, while outside, one of the tails stretched so wide it practically covered the lake below. I've also had the tail ends pin inside of actors- once in my horse, another in my PC's head. Cell resets/removing bodies clears this up when the actor is removed. Fast travel or going through a door can also change the pin-point and it seems the tail will disappear if I cross a "loading area" line.

 

I attached 2 screens showing the tail stretching from the actor and one of the tail flattening and stretching. This doesn't affect gameplay at all(the tails don't obstruct movement, they can be passed through) but I'm not sure what causes it. This began happening early, back when I only had OOO full current release installed(on top of Oblivion patched to current with all but Fighter's Stronghold installed) and the addition of extra mods hasn't altered this behavior.

Link to comment
Share on other sites

Sounds like it could be a corrupted mesh. Use RefScope or Form ID Finder to find out what mod adds the tails and either reinstall the tail mesh to the folder it specifies or you could try replacing it with one from another body mod.
Link to comment
Share on other sites

As I said, it was bundled with/built into OOO but I think it was one of the many mods Oscuro added in. I can find it in the readme list, I think. Only explanation I can think of is some file error during installation. I may or may not go through the trouble of fixing it, depending on the hassle involved. I think these use the same bodies as all Khajiit females, though FWIW installing Exnem's FEC body mod didn't change this error in the least(these screens were taken with that mod).
Link to comment
Share on other sites

It's a skeleton issue. The tails' vertices are missing the bones they were rigged to and now don't know what to stick to and shoot off into infinity. In most cases this happens because on creation of the NPCs the wrong skeleton file "skeleton.nif" was selected instead of "skeletonbeast.nif". I'm a little hesitant to blame OOO here though.

 

Anyways, this is easily fixed by copy&paste of your "skeletonbeast.nif" over your "skeleton.nif" (found inside "meshes/characters/_male" for reference), if you're not using any fancy mods adding BBB bones and such to only the regular "skeleton.nif", or by using Coronnera's Maximum Compatibility Skeleton or Growlf's Universal Skeleton (I think they both have tails in the regular "skeleton.nif"), or I think there's even an option in the bashed patch to make tailed actors use the tailed skeleton automatically.

 

However, as this is an actor setup issue in one particular plugin, it can't hurt looking out for a fix for this plugin also. This kind of issue is usually found and fixed very quickly.

 

edit: It could be you somehow messed up your "skeletonbeast.nif" as well, so now it has no tail anymore, but in this case "all" beast races would have this issue.

Edited by DrakeTheDragon
Link to comment
Share on other sites

After reading OOO's PDF file and finding a LOT of things that should be working in full were not working at all, I've deemed it to be a matter of a bad OOO install. I would guess that a problem described in Vista using the EXE install also happens under Windows 7 because not only do I not have all the files present(of a 400+ MB download, and not counting the 50+ MB video trailer, I have maybe 30 MB of OOO data files), I think things are missing from the ESP file too. The Light Of Dawn and Slave Trader quests are not working and many features aren't either.

 

Given I'm now done with the main quest and all side quests and only have maybe a scant few odd quests left I'm going to uninstall and reinstall Oblivion fresh, use mTES4 to make duplicate install copies and use those duplicates for modding purposes. This time I want to try out HGEC bodies with BBB, I think, and a lot of extra content mods such as dungeons and weapons. I also was "learning the game" this time around and I think the second time I should benefit from understanding the leveling and skill system better.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...