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Oblivion CK, meshes/dog/skeleton.nif


Bladecatcher

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So, I'm trying to replace a wolfs model with a foxes (long story short, mod adds transformation ability to wolf, want to replace that with fox), I know I'm doing it right as i did it fine on the last creature, but now I can't because..There is no skeleton the damn fox model actually needs. In the fox creatures form, it refers to meshes/dog/skeleton.nif, WHICH DOES NOT EXIST. I tried multiple mods that add foxes, all do the same thing, none of which add any sort of dog/skeleton.nif.

 

http://www.nexusmods.com/oblivion/mods/32160/? - Fox mod 1

 

http://www.nexusmods.com/oblivion/mods/27494/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D27494&pUp=1 - Fox Mod 2

 

You can check the files yourselves, there's no such thing as dog/skeleton.nif yet that's what each refers to as what it needs.

 

I've tried simply using the wolves skeleton, invisible creature. Tried just renaming a random .nif into skeleton.nif for m/dog/, resulted in CTD on game load. I tried simply using one of the so called "universal" skeletons, simply resulted in a CTD upon transformation.

 

Any help would be appreciated, I'm stumped as to what to do. On the bright side I can't even use the wolf/fox form until later, but hopefully this can be resolved before then.

 

Thanks in advance.

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Have you checked the BSA archives from the base game? For example Oblivion - Meshes.bsa or such. Chances are the base game BSA archives already include the necessary dog skeleton, in which case it is already present in the game and does not need to be included in a mod.

 

Tools like BSAopt can be useful for checking if a file exists inside a BSA archive: http://www.nexusmods.com/skyrim/mods/247

 

If you want to browse BSA archives for assets from within the Construction Set, you could use the Construction Set Extender by shademe: http://www.nexusmods.com/oblivion/mods/36370

 

Hopefully that helps a little. :thumsbup:

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Maybe there are other archives with meshes, too? If it really refers to a skeleton.nif, needs it to work, and it is not included in the mod(s), then it has to be either in the base game or in a mod that the one you are using requires.

 

I will check if the dog skeleton exists when I get home. It should be there, the base game has dogs, for example in Chorrol there is that woman with dogs. Have you checked where the base game dogs have their skeleton nif?

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Checked Oblivion - Meshes.bsa for creatures/dog, still no skeleton.nif.

 

Home again! I checked the archive, and it is there, in Oblivion - Meshes.bsa at

...meshes\creatures\dog\skeleton.nif

Maybe you opened the wrong archive or something? BSAopt screenshot in spoiler:

 

Oblivion-Misc-ArchiveDogSkeletonIllustra

 

Edited by Contrathetix
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No problem. Remember to first select the root ('/' symbol), tick "show recursive", then click the button to unselect all (red one), un-tick "show recursive" and only then navigate to the file you are after and extract it. BSAopt has all files in an archive selected for extraction by default, so it is handy to unselect everything else before extracting, otherwise it will extract everything.

 

Happy modding. :)

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