HatterMaster Posted February 10, 2012 Share Posted February 10, 2012 I'm hoping to make a mod to introduce the hat of Tim the Enchanter (once its made by someone kind) from Monty python and the holy grail, but I'd like to implement it through a unique encounter with the Vorpal bunny, but I'm unsure how or even if its possible to implement a one off encounter, or even better, one that won't happen again once you've killed the Vorpal bunny.The basic idea is to come across a pure white rabbit with some red around its mouth with moderate health and massive damage, which just the jumping animation could be used for the attack, and upon killing it would be able to look the hat. Thanks for reading :) Link to comment Share on other sites More sharing options...
HatterMaster Posted February 11, 2012 Author Share Posted February 11, 2012 Just realised, could this be implemented as an unmarked quest? only real problem I could see with that is the rabbit being in a certain place, don't know how far it would wander, since trying to kill it at level one would be a total waste of your time, so people cant just run straight to it. maybe radiant AI and it changing position in the open world every time you get a loading screen into the world? Link to comment Share on other sites More sharing options...
Domius Posted February 11, 2012 Share Posted February 11, 2012 OK, I'm a newbie too, and I actually came here looking for help... But I think some of what you're talking about is pretty simple... although some of it is quite a bit more difficult. To make a unique Vorpal Bunny you have to modify the basic rabbit which is EncHare (you'll find it in an Actors/Actor list in Creation Kit). Just click on it, change the ID, click OK and it will ask you if you want to make a new Form. Say yes, find it on a list and now you can edit whatever you want. You may also want to create a new Race -- I'm not sure if it is needed -- which is a similar task, only you have to go to Character/Race list. The original ID is HareRace. While editing the bunny you should uncheck the Respawn box (when it dies we want it to remain dead) and check Unique and Protected (we don't want it to get killed by some dragon). When you're done you just place it somewhere you want, like in a test cell that you created. To go there in game just press tilde (~) while in main menu and in a console write CoC x. "X" is the name of a test cell, for example: "CoC aaaBunny". I don't think you can change attacks and animations in CK, or at least I don't know how to do that, and there are no tutorials about this subject on CK wiki. I'm sure, however, that there are tutorials for Oblivion or maybe Morrowind that will be compatible. The same goes to changing the texture. It's a little bit more advanced and I can't help you with that. As for not allowing low-level characters to run into the bunny, I agree that it should be done by creating a quest. You just place the bunny wherever you want, then you check Initially disabled box. Now you would have to do some simple scripting, so that the bunny would appear when some requirements are met. It shouldn't be very hard although I don't really know Papyrus yet, so I can't be more specific. In order to prevent the bunny from wandering you might do something with AI packages but I don't think it would be a problem. And that's it for my good advices as I am a newbie too and actually... Actually I tried to do that, to do at least partially what you want, but I failed for some reason. When I put my bunny in a test cave and coc there in game, it isn't there. Or sometimes -- but only sometimes -- it materializes suddenly after a few seconds and dies instantly. I have no idea what I'm doing wrong, everything seems OK in Creation Kit and it's not like I have never placed some NPC in a room before... You'll probably need to wait for someone better at this. Link to comment Share on other sites More sharing options...
Axisdeath Posted February 11, 2012 Share Posted February 11, 2012 Just a thought, but with the CK is it possible to make NPC routes? If so couldn't your route it so it goes all over skyrims and you really have to hunt for it? Like make it go on all the main roads. If you can't thats kind of dumb, but don't judge me! I was going to try and make rueful axe stronger but one look at the CK and i was like "lolno" Link to comment Share on other sites More sharing options...
Domius Posted February 11, 2012 Share Posted February 11, 2012 CK really isn't that hard. To make a weapon stronger you have to go to the Items/Weapon/WEAPONS list. Then find your object (just write "rueful" in a Filter in the upper left corner of the Object Window) and double-click on it. If you only want bigger damage it's really easy, you just click on the Damage field, which current value is 22, and write some other number, like 50. Then click OK, save your mod, load it in Skyrim and voila. Link to comment Share on other sites More sharing options...
HatterMaster Posted February 12, 2012 Author Share Posted February 12, 2012 Domius you're extraordinarily helpful! Sadly I have absolutely zero experience with coding and only the slightest experience with the G.E.C.K and only some of that knowledge is transferable. I'm more than happy to learn it and now you've mostly explained it It'll save me a massive amount of time :)As for attack animation, I was thinking simply having the rabbit jump towards the player and damage to be inflicted like that, I can't imagine it being totally impossible to simply change its movement orientation when it becomes hostile to at player.Still waiting for someone to make the hat of Tim the Enchanter and a re-texture of the rabbit to use (though at a stretch I could do the re-texture, though VERY poorly) I made a request for the hat but there was no interest. Hopefully this gets some interest on though, I'd love to have the reference :) Link to comment Share on other sites More sharing options...
Domius Posted February 13, 2012 Share Posted February 13, 2012 There seems to be no jump animation for the rabbit, although running one should do. I get your idea and it's good, the only thing is that I don't think it can be done in CK. I may be wrong but I think animation is done in .NIF, i.e. when editing the model. So you would have to extract rabbit's mesh, open it in NifSkope and... well I don't know what's next. Just copying animation and setting it as an attack should be easy but you still have to know how to use the program. I, unfortunately, have no idea. I've failed to even make small changes in blender and import it to .NIF again (that was for my own mod). However if you want to try, you should use a program called BSA Unpacker to... well, unpack .BSA files. Those are the files where most of the game data is stored. The same goes to retexture. Editing an image would be easy but you have to know how to extract and then import the texture. Maybe someone will eventually come, although I think your topic would be better suited in Skyrim Mod Troubleshooting sub-forum. I can't help much more but I honestly hope you will be able to finish your mod. It's a really funny idea and one that is possible to do, unlike most rubbish here ("Oh, I want a total conversion mod. Make it for me!"). Link to comment Share on other sites More sharing options...
HatterMaster Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) I meant running animation, I said jump due to how it looks, foolish of me not to think about what I was saying. I hope it can be done in the CK but if not hopefully it won't be to difficult, people have done far more complicated things before such as replacing animation, so hopefully recycling it will just be a case of rearranging files in the correct place and making sure the file paths are right as well. It might even be possible to make that change to all rabbits in the game if it's easier, since the Vorpal bunny would be the only rabbit in all of Skyrim with any hostile possibility.If there's no interest from anyone I could try and use my knowledge (or lack there of) to try and make this, but before any of this I really need someone to make the hat of Tim the Enchanter, since it would be a bit of a waste to have all this and no real reward for the death of the Vorpal Bunny since it's whole purpose to begin with is a vessel for the hat. Once the VB has been properly scripted and added into the game the rest of the work is easier and uses more common talents (there are a lot more moddelers than there are coders).I'd be really pleased to have it as well, I just thought it was a nice little mod that's a fitting reference and of good humour and hopefully not to ambitious, certainly not another "I want you to totally remake the game for me" Edited February 13, 2012 by HatterMaster Link to comment Share on other sites More sharing options...
Domius Posted February 14, 2012 Share Posted February 14, 2012 I think you should create a new race based on existing HareRace (just like creating a new creature) so you won't have to change anything with normal rabbits. I've started 2 topics here, no answer in neither as of yet. I've seen many unanswered questions here and many threads that are just stupid but more popular. So I started looking for some other modding site. I think official Bethesda's forum seems OK. There seems to be a lot of people actively participating in discussions; you might want to try there. I don't know what's policy here on things like that so I'll send you the link by PM, if you don't know it. Link to comment Share on other sites More sharing options...
HatterMaster Posted February 14, 2012 Author Share Posted February 14, 2012 Thanks, I've added a post there :) I love the nexus and only download my mods from here, but I must admit the forums can be a bit messy :/ Link to comment Share on other sites More sharing options...
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