WorldShaperDragon Posted February 28, 2012 Share Posted February 28, 2012 I can't seem to specify things like what head mesh, what tail mesh, etc. Back in oblivion's CS for example, there were fields that you could enter/browse for the file path. I'm clearly missing something here. Unfortunately there doesn't seem to be any documentation on the CK's wiki that helps. [Looking at this page to be specific: http://www.creationkit.com/Race ] Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted February 28, 2012 Share Posted February 28, 2012 (edited) Well, I'm sorry I can't be of any help without the actual CK or the game, but from reading the WiKi alone there could be something leading further through the "Body Data Tab" and the "ArmorAddons" in the "Skin" entry.I'm especially looking at following lines from the "ArmorAddons" WiKi page:ArmorAddons are also used to define the base creature or NPC and are generally differentiated with a "Naked" prefix.What seems to be left to be figured out is how one actually creates such a "naked" base body ArmorAddon now and how it's associated with the race. That is, telling the race "this" is the one, not the association itself, we know how that works. This specific piece of information seems to be missing, but read this page on and you'll find talking of "base naked body" and a "Skin Texture" which has no use on "actual armors". Wonder why it's in this dialog then? So do I. This must have something to do with defining the base body meshes for a race. This or I'm horribly on the wrong track! Well, this is definitely only guessing around flying blind at high speed through a blizzard in a mountain ridge... but this link of your's made me curious to read into it, you probably know why that is... so, maybe it helps some? :unsure: Edited February 28, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 (edited) Whoa :DHey drake! Didn't know you stopped by the skyrim modding boards (Since I remember you don't have the CK or the game)I was actually about to drop by your dragon race mod's thread to see how things were going (had the tab open & everything, but was pm-ing some screenshots first) - I don't think I'll be returning to oblivion though; not after experiencing not CTDing or locking up every half hour (Skyrim only locks up every ~3-4 hours, and that's actually because of a bug with my graphics drivers, not skyrim itself, nor is it limited to skyrim, and so will likely be fixed in a release down the line) Ah ok, cool! Well, that... explains a lot. I'm surprised it wasn't listed on the race tab's page. It makes sense though, from what I've done messing with the ArmorAddons in my attempts to my beast race helmets for the alduin scale armor mod-mod (or maybe multi-mod-mod? Since now its starting to turn into a bunch of different re placers for all the (reasonable) requests people were making in the comment thread) to work, and you're probably right on target. [edit] - missed some words Edited February 28, 2012 by Wolf of the azar Link to comment Share on other sites More sharing options...
DarkLylyth Posted February 28, 2012 Share Posted February 28, 2012 so essentially, what you guys are saying is that skins are determined by armour addons, and can be edited with that? Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 Which meshes they use are, yes. The actual textures & meshes must still be edited in their respective files. Note that using a non-standard body mesh can result in strange things happening if you are not using armor designed for the body mesh. (Sort of like using armor meant for Body Replacer Mod XYZ, while still using the stock vanilla bodies) Link to comment Share on other sites More sharing options...
nosisab Posted February 28, 2012 Share Posted February 28, 2012 The game uses the same meshes and textures for the entire race, to the extent I know there is no way to give then individual meshes/textures. There is where comes one could create let's say a cloth or even armor set with the exact desired looking. Of course that would create problems when using normal stuff for the texture of exposed skin still would follow the original texture. Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 Or you could just give them their own race (similar to how Bethesda did the Elders race for example) Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 I have so far managed to get all the meshes except the head assigned to the race in the CK. - DrakeTheDragon's answer was mostly correct, but there is another step. First, go to ArmorAddons, and scroll down to the "N" section (sort by name, alphabetical).Because its easiest just to use an existing one (unless you are making a race with a custom skeleton), just open one you want to copy, change the ID name first, then edit the info (Make sure to change the Race to your Race! Otherwise it won't work!), click ok, and when the CK gives you a popup asking if you want to create a new editor ID, click OK to that too. Repeat for each: Torso, Tail (if race has a tail), Hands, Feet. NOTE: you cannot assign the headmesh here! Now, for the missing step (and most important, since this is what gets it to work)! Go to Armor, and select the root armor category, sort by name, and scroll down to "S".Search for the entries "SkinNaked" and find the appropriate skin entry (SkinNaked for non-beast races, SkinNakedBeast for beast races), and then in the bottom right, to the left of the papyrus script box, right click and add each of the ArmorAddon IDs that you just created (Click "Show All" to confirm that they did get added) Now, if you go back to the Race ID editor, and click Preview Full, you will now have a headless version of your race! [Found how to get the head, but currently it is crashing when I try to select the mesh. Working on the issue now] Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 Ok, it seems somehow there is a race selector in the HeadParts ID editor, but the odd thing about it is that it doesn't supply the normal list of races, but instead gives what appear to be a list of race filters/masks (ie, race X uses this, or race X & Y use this, etc) Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted February 28, 2012 Share Posted February 28, 2012 (edited) Huh? I was really that close by simple blind guessing after reading the WiKi? Damn, I should really get that game, now! ... *sigh* Hmm, as it was so successful last time, maybe let's try again.Did you have a look into this "Decapitate Armor" entry below the "Skin" entry I mentioned last time already? It says to be the same as the above but "pertaining specifically to the head object"... now that sounds suspicious again. Then there are some additional options or checkmarks which sound important this time around, like in "Movement" the "No Rotating to Head-Track" or "Use Head Track Anims". But lacking information about what each of them does, we can only guess again here.Then in "Stats" > "Copied Data" the "Morph Race" entry, better don't have it use some morphs not designed for the selected head mesh. You know morphs are EGM or TRI files and their vertex count and order has to match the structure in the NIF (at least it was that way with Oblivion's FaceGen implementation). Unfitting files meant crashing. Or how about in "Checkboxes" this "FaceGen Head" option? Is it checked? The "Phoneme Mapping" section sounds interesting, and this whole "Face Data Tab" must be one of the most-important in this regard, but as you mentioned "HeadParts" already, I guess you already took good care of it. The "HeadPart" thing seems to be exactly what the name implies, a part of the head, not related to the actual head mesh, like in Oblivion the inner mouth mesh, the tongue, the upper and lower teeth, the eyes and the ears. Only this time around you need to configure which race can use which parts, and make certain ones optional or additional, like beards I think or horns maybe. Here again the morphs selected have to match the NIF files or the game will crash, pretty likely. Thanks for sharing how it's done, btw.! I might not be able to use the CK or play the game at the moment, and don't see this coming anytime soon either, but I'm still following all revelations about "how" things work, especially the kind of things I'm interested in messing around with in (the distant *sigh*) future! Oh and regarding my mod you didn't actually miss anything, as far as I can tell, maybe some render images I published during the seasons, but that's it already. There was no other progress than this little nonsense so far, I'm afraid. I still hope I will be able to go on modding more than a sorry day per month in total some time, but as of right now I'm not very positive either, sadly. Oh well, now back on topic though! I'm pretty confident you'll figure this one out as well, no doubt. Just let me know how it was done in the end :P Edited February 28, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
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