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Helmets on non-human actors


AdmiralKong

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I've been playing around modding Skyrim using NifSkope to make races like dogs and bears (maybe dragons in the future) work better when you use the command "player.setrace <somerace>". I've been looking at the dog race to start.

 

The first thing I did was fix the 3rd person camera and move the pivot point to a place that made sense. Easy enough, mostly I just copied out of the player character skeleton.nif.

 

Next, I made it so when you equip a two-handed weapon, it goes onto the dog's back. I did this by adding the appropriate WeaponBack bone fused to the dog's Spine3 bone. It's not too bad.

 

http://dl.dropbox.com/u/107712/2012-01-18_00005.jpg

 

That was all pretty cool but now I'm wondering, could I get the dog wearing helmets? They'd be the wrong size and there would be clipping issues for a lot of them, but I still wanted to see how it would look. I tried adding NPC head bones, neck bones, etc but nothing seemed to work. Equipping the helmet has no effect. Am I adding the wrong bones or does wearing a helmet require more than just the right bones in the actor's skeleton?

 

I don't really have a full mod in mind, just looking to get the hang of the tools and game. Can anyone offer any help? Am I on the wrong track?

 

Bonus question: I changed the position and height of the third person camera, but I'd also like to change the first person camera. Right now when you do "player.setrace dograce" and switch to first person, the camera is at human height. Can I fix that?

 

Thanks.

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Well when messing around with a new version of SkyEdit today I noticed that each Race have specified equip slots and body parts. The dog only has a right hand equip slot and no body slots. However, normal player races don't seem to need to specify a head slot or head part so it may be something else, but I thought it might be an area to look into in case no one has any other ideas.
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Well when messing around with a new version of SkyEdit today I noticed that each Race have specified equip slots and body parts. The dog only has a right hand equip slot and no body slots. However, normal player races don't seem to need to specify a head slot or head part so it may be something else, but I thought it might be an area to look into in case no one has any other ideas.

 

That does seem to the the issue, thanks for pointing me the right way. There's no head slot but there is a place to specify which named body parts an actor has (head, dragon wing, etc). That might just be it. Unfortunately, SkyEdit doesn't seem to allow changes to be made to races just yet (any change I make doesn't stick) so I can't do much experimentation. Does anyone know where SkyEdit is getting those values from?

Edited by AdmiralKong
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  • 3 weeks later...

Well, the Creation Kit is out! I've actually figured this out finally. You need to find the armor or helmet rigging NIF for the object you want to use and see what bones it attaches to. Then edit the creature skeleton and add all of the appropriate bones with nifskope. It's easiest to graft bones like NPC Head [Head] as a child of the non-NPC's analog. That way everything animates just like it should.

 

Next I needed to create a new Armor Addition in Creation Kit to fit the new race and add it to the item's model section. I won't go into detail, it's not that hard though and the cration kit wiki was enough to get me though.

 

And there you have it. Helmets on dogs!

 

 

http://dl.dropbox.com/u/107712/doghelmet1.jpg

 

http://dl.dropbox.com/u/107712/doghelmet0.jpg

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Yes!

This is an good improvement. Now we could have horse armors and wardogs might have spiked helmets to make them look more menecing. Well those armors need to be modelled first...One question. Does that dog helmet add armor rating to the dog or is it purely fun cosmetics?

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Yes!

This is an good improvement. Now we could have horse armors and wardogs might have spiked helmets to make them look more menecing. Well those armors need to be modelled first...One question. Does that dog helmet add armor rating to the dog or is it purely fun cosmetics?

 

It raises defense and applies any magical effects as well.

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I've got shields, swords, axes, and doublehanded going to his back and daggers in his mouth.

 

http://dl.dropbox.com/u/107712/dogmod_problem.jpg

 

I still don't understand how the player controls turn into in-game actions though, which is a slight problem in terms of making any of this actually functional in combat.

Edited by AdmiralKong
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