AlphaWoIF Posted February 26, 2012 Share Posted February 26, 2012 (edited) Im also after the answer to this question as i have a fully rigged monster ready to add as a new beast , but cant find a good tutorial anywhere , as beths sucks when it comes to custom monsters.my monster is a single mesh and i want to keep it that way , so is the native skyrim troll so thats not an issue . and as for the question above thats easy as he will rig it to the slaughter fish skeleton and use its animes Edited February 26, 2012 by AlphaWoIF Link to comment Share on other sites More sharing options...
Ghogiel Posted February 26, 2012 Share Posted February 26, 2012 ^Dude you just export it. Pretty much like any rigged mesh, like an outfit, there is nothing particularly special about it, if you can do an outfit you can export a creature rigged to a vanilla skeleton. How u will put a model into the game sinse u cant add any ney animations...I can.. don't see why he couldn't. Link to comment Share on other sites More sharing options...
MikeDavis Posted February 26, 2012 Share Posted February 26, 2012 ^Dude you just export it. Pretty much like any rigged mesh, like an outfit, there is nothing particularly special about it, if you can do an outfit you can export a creature rigged to a vanilla skeleton. How u will put a model into the game sinse u cant add any ney animations...I can.. don't see why he couldn't. Man a lot of ppl are saying that u cant add any new animations without to replace soemething, so it that real??? Link to comment Share on other sites More sharing options...
AlphaWoIF Posted February 26, 2012 Share Posted February 26, 2012 ^Dude you just export it. Pretty much like any rigged mesh, like an outfit, there is nothing particularly special about it, if you can do an outfit you can export a creature rigged to a vanilla skeleton. How u will put a model into the game sinse u cant add any ney animations...I can.. don't see why he couldn't. Man a lot of ppl are saying that u cant add any new animations without to replace soemething, so it that real??? yes thats true as i understand it, but the ocra is essentially the same as the slaughterfish and would use those animations too so he would not have to replace anything Link to comment Share on other sites More sharing options...
MikeDavis Posted February 26, 2012 Share Posted February 26, 2012 (edited) Thas just suck then i find i ck patheic. Just a way to keep ppl intersted a bit more. Edited February 26, 2012 by MikeDavis Link to comment Share on other sites More sharing options...
Ghogiel Posted February 26, 2012 Share Posted February 26, 2012 (edited) It's true.. in a specific context. Ypu cannot not add new animations sets to npcs, such as say spear attack . Those are limited to the ones displayed in the drop down in the weapon animation tab. you can't get more than what is on the list. Which is exactly the same as fallout 3. you can add entirely new creatures though. their animations are self contained, Just duplicate a vanilla creature and it's files. If you can get that structure to work then all you do is replace duplicated animations... and so forth. The only thing you can't do with them is mess with atm are bone blends and state machine set ups. as they are stored in behaviour files and afaik they aren't decoded. But any animations you replace can use a vanilla behaviour file and work. That is why i said if you use the Slaughter fish skeleton and just replace animations as needed with more appropriete ones, it'll be better, and saves you heavily editing the CK actor set up and scratch building a skeleton... Edited February 26, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
AlphaWoIF Posted February 26, 2012 Share Posted February 26, 2012 (edited) Ghogiel do you have any information or a good link to a tut on adding custom creatures apart from beths one as it offers me nothing .Ive been trying to get this guy in game with no luck.I use the duplicate trick but even though its perfectly rigged as the animation ive imported to max show & it looks fine in skope i cant get it to display in CK .:((if anyone reading this has a great link to a tut on custom monster creation pleas link it for me thankshttp://i41.tinypic.com/wbth7t.png Edited February 26, 2012 by AlphaWoIF Link to comment Share on other sites More sharing options...
galy3 Posted February 26, 2012 Share Posted February 26, 2012 Well, He's just trying to warn you. Believe it or not, there is a sword mod you can download for skyrim, the .nif file is 256mb. This file was from a guy that wanted his sword "fixed"...reduced polygons as well, his model had 1m+But there are weapons around with a high polygon count that seem to work without problems, the flintlock pistol for example is close to 100k polygons :biggrin: Flintlock pistol is also $75.00 by De Espona on turbosquid, handle head invented by De Espona, have not been made first for Skyrim. Link to comment Share on other sites More sharing options...
Ghogiel Posted March 1, 2012 Share Posted March 1, 2012 If it's rigged to a vanilla skeleton it's not really a custom creature, if you want reuse the vanilla animtions it's straight forward enough imo. but if you want to duplicate the folders and set it up 100% independantly there are some issues, that will because sorted out eventually. Anyway, it appears simple. duplicate/rename the folder of the donar creatures files, make a race entry, bodypartdata, armor & armor addon, point to your skeleton in the bodypartdata and race entry, link the armor and addon up and add your mesh to it. and point all the right data to the right files. It's not really much different to F3. so any tuts for that game might help. then create an encounter actor entry and that is more or less it. I poked at it briefly and every looks do able. there a good few entries to make and link up so it might be a bit confusing at first. you should be working with esm files and not esp imo, just will avoid issues. And make sure to not use a custom folder outside the actors folder,(probably not an issue, but now that creatures are now treated the same as the characters was in previous games, and having things outside those folders with characters and custom heads wouldn't work, so just to be safe Link to comment Share on other sites More sharing options...
AlphaWoIF Posted March 1, 2012 Share Posted March 1, 2012 If it's rigged to a vanilla skeleton it's not really a custom creature, if you want reuse the vanilla animtions it's straight forward enough imo. but if you want to duplicate the folders and set it up 100% independantly there are some issues, that will because sorted out eventually. Anyway, it appears simple. duplicate/rename the folder of the donar creatures files, make a race entry, bodypartdata, armor & armor addon, point to your skeleton in the bodypartdata and race entry, link the armor and addon up and add your mesh to it. and point all the right data to the right files. It's not really much different to F3. so any tuts for that game might help. then create an encounter actor entry and that is more or less it. I poked at it briefly and every looks do able. there a good few entries to make and link up so it might be a bit confusing at first. you should be working with esm files and not esp imo, just will avoid issues. And make sure to not use a custom folder outside the actors folder,(probably not an issue, but now that creatures are now treated the same as the characters was in previous games, and having things outside those folders with characters and custom heads wouldn't work, so just to be safe thanks for the nice step by step breakdown , yes it is rigged to a human skeleton but i either want to get it using spriggan claw swipe attack anims or create my own based of themas i dont want it using weapons only claws . just one question how do you turn an esp in to an esm file Link to comment Share on other sites More sharing options...
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