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Make feral ghouls (creature) able to wear armor / clothing


csbx

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Is that possible somehow ?

 

In short, I want a hybrid between the ghoul (npc) and the feral ghoul (creature). I need to have the random grunts that it seems only creatures offer, but also be able to add clothing / armor.

 

Ideas ?

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That would totally work--thanks for finding this. The trouble is that it looks incomplete--there isn't an .esp included and I don't see how one can create a "new creature" only using the .nif for the creature. Or at least it's above my expertise !

 

I also wanted to clarify for anyone seeing the thread, this would be for a mod I'm making.

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I'll admit I didn't dig into and test out the file linked ... but that is a resource file. Meaning it goes into your loose folders .

Then within the geck ... you bring up your new Creature/NPC - ID ... and swap the model on the drop down by navigating to it.

And I think you need to load the skeleton in the animation tab ... unsure there but should be plenty info on doing that ???

Hence the file is probably complete ... you just need to define a base-ID to hold the pertinent data.

Which then you can drag drop into the render window / lvled npc's.

Edited by Mktavish
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I had a look at doing this before your suggestion to dig in, but it just looked impossible--it was looking for body part data (nifs) and skeleton both of which aren't part of the resource. But perhaps these are irrelevant. I'll have another look. Thanks, man.

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I had a look at doing this before your suggestion to dig in, but it just looked impossible--it was looking for body part data (nifs) and skeleton both of which aren't part of the resource. But perhaps these are irrelevant. I'll have another look. Thanks, man.

The skeleton is easily the most vital part of any creature. All the animations need those bones to function. The animations tell the bones in the skeleton where and when to move and the visible mesh is rigged (attached) to the skeleton. Essentially, the skeleton is pretty much the root of the creature.

 

Body part data handles dismemberment and vats targeting. It's not as vital as the skeleton, but without it, the creature won't be able to be targeted in vats and can't have pieces blown off.

 

 

Fortunately, it seems likely (from looking at the file structure of some of the ghoul packs without actually having the time to download and try it) that you'll just be able to use the vanilla ghoul skeleton, animations, and body part data.

 

The easiest way to do this is just open a vanilla feral, go to the model tab, uncheck the vanilla model, and check one of the new ones, then change the formID and save it as a new form when prompted. This way, you don't have to manually add the skeleton and body part data. It'll also give you a basis to tweak the stats, factions, and ai data off of.

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Woh--you guys persisted and I actually learned something. Incredibly, dismemberment works exactly as expected on the new models.

 

The reason this move wasn't at all obvious to me was because I've been storing my mod's assets in a custom folder (under meshes, under textures etc.), but this requires dropping the nif in a place it was looking for the variant .nifs (under creatures / ghouls etc.). Once I dropped it in there it showed up.

 

Thanks a lot, both of you--this just opened up a bunch of possibilities !

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