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Adding a new custom beast race


AlphaWoIF

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Ive made a few posts about this question but never had a real answer :( but basically i have rigged some new monsters i want to add to skyrim its rigged to the human skeleton and is a single mesh . The animation is perfect in max and the model shows just fine in nilfskope but i can not get it to display in the CK viewport as anything nor get it to spawn via the CC

has anyone ever managed to get a custom monster working in game yet & if so please show me the method thanks

 

http://i41.tinypic.com/wbth7t.png

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Looking at your nifskope view, the branches are not "in" the niheader, which may be causing the problem. Where your organizing is like:

> Niheader

> Skeleton

> Model

 

It's supposed to be like

> Niheader

- Skeleton

- Model

 

You could try copying the model data to a vanilla model

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its cool i was just running some tests as my biggest problem was it not showing up in ck , so i set it as the thieves guild torso and loaded up the game and it was visible but it looked really strange like the normal map or a cube map was the diff texture , which made me change the bshaderlighting from the underwear one i used , to a differant one and bingo it was textures perfectly and is now showing up in the CK , so i used the slaughterFish one as its close to a water beast.

 

NOW I CAN SEE IT I CAN make it a race fingers crossed

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Ive made a few posts about this question but never had a real answer :( but basically i have rigged some new monsters i want to add to skyrim its rigged to the human skeleton and is a single mesh . The animation is perfect in max and the model shows just fine in nilfskope but i can not get it to display in the CK viewport as anything nor get it to spawn via the CC

has anyone ever managed to get a custom monster working in game yet & if so please show me the method thanks

 

http://i41.tinypic.com/wbth7t.png

 

 

the problem is that you flattened the hierarchy of everything when you were only supposed to flatten the hierarchy of the skeleton. What export settings did you use?

 

It should look something like this.

 

Edited by Gamerboy385
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Ye i just looked and i have the box ticked that says flatten hierarchy .

http://i43.tinypic.com/35d9r7l.png

all my custom armours work fine so what issues does flatten cause? as this is new to me.

 

i used this tutorial to set it all up , he has it ticked aswell

http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/

Edited by AlphaWoIF
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Ye i just looked and i have the box ticked that says flatten hierarchy .

http://i43.tinypic.com/35d9r7l.png

all my custom armours work fine so what issues does flatten cause? as this is new to me.

 

i used this tutorial to set it all up , he has it ticked aswell

http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/

 

That's strange. Nothing's wrong with your export settings, but your NiTriShape should have it's own hierarchy the same way mine does, with the BsShader, NiTriShapeData, SkinData, etc in it.

I don't really know why yours is appearing that way.

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