redeyesandlonghair Posted January 24, 2012 Share Posted January 24, 2012 I picked up a mod for Fallout NV that adds a bunch of monsters. In that mod, there are some meshes and textures for the Xenomorphs from aliens. From picking stuff apart in FO3Edit, it seems the meshes work with the deathclaw's skeleton.nif. Problem is, I have no idea how to get at that skeleton.nif file. Is it in some way invisible in the deathclaw folder? Link to comment Share on other sites More sharing options...
M48A5 Posted January 24, 2012 Share Posted January 24, 2012 You should find the file in Fallout3\Data. Look down the list for the Fallout3 BSA file. Open this and scroll through until you find it. Link to comment Share on other sites More sharing options...
rickerhk Posted January 24, 2012 Share Posted January 24, 2012 Just look in the Geck at a deathclaw, under the 'Model List' tab. it's Creatures\DeathClaw\Skeleton.nif It will have the same path in the meshes BSA. Edit - That mod doesn't need to extract the skeleton in order to use it. You just have to put the new monster mesh in the Creatures\Deathclaw directory, make a copy of a deathclaw in the Geck, and select the new model instead of the deathclaw model. Link to comment Share on other sites More sharing options...
redeyesandlonghair Posted January 24, 2012 Author Share Posted January 24, 2012 Just look in the Geck at a deathclaw, under the 'Model List' tab. it's Creatures\DeathClaw\Skeleton.nif It will have the same path in the meshes BSA. Edit - That mod doesn't need to extract the skeleton in order to use it. You just have to put the new monster mesh in the Creatures\Deathclaw directory, make a copy of a deathclaw in the Geck, and select the new model instead of the deathclaw model. What if I wanted to apply this model to the the existing mirelurks in the game? more specifically the ones from MMM? I want all the mirelurks replaced with this model Link to comment Share on other sites More sharing options...
rickerhk Posted January 24, 2012 Share Posted January 24, 2012 The most direct way I can think of as an example - change CrMirelurk1 in the Geck, go through every tab and make it identical to the monster you want (deathclaw). On the models tab, when you hit 'edit' for skeleton, it will try to find it on your hard drive, so this is where you have to extract it. It needs to be placed in the Deathclaw directory since you are basically changing the Mirelurks into a modified deathclaw. CrMirelurk1 is a template for a whole bunch of spawned creatures. See how that turns out and repeat for all the other vanilla ones, or just do mmm - which probably overrides the vanilla ones anyway - so start with CrMirelurk1 in MMM, maybe. Link to comment Share on other sites More sharing options...
redeyesandlonghair Posted January 24, 2012 Author Share Posted January 24, 2012 The most direct way I can think of as an example - change CrMirelurk1 in the Geck, go through every tab and make it identical to the monster you want (deathclaw). On the models tab, when you hit 'edit' for skeleton, it will try to find it on your hard drive, so this is where you have to extract it. It needs to be placed in the Deathclaw directory since you are basically changing the Mirelurks into a modified deathclaw. CrMirelurk1 is a template for a whole bunch of spawned creatures. See how that turns out and repeat for all the other vanilla ones, or just do mmm - which probably overrides the vanilla ones anyway - so start with CrMirelurk1 in MMM, maybe. All right, I will do this. Thank you for your help :psyduck: Link to comment Share on other sites More sharing options...
Recommended Posts