SerchBoogie Posted June 28, 2018 Share Posted June 28, 2018 Hi. I want to use some of this guy's creature mods as Bosses in my MOD https://www.nexusmods.com/skyrim/mods/87148 I've already asked permission to use them, haven't got an answer yet but meanwhile I'd like to know how can I import those custom creatures into my mod and keep everything within my ".esp" and not require his ".esp" to play my MOD. Thanks =) Link to comment Share on other sites More sharing options...
agerweb Posted June 28, 2018 Share Posted June 28, 2018 The quickest way is to load the creature mod into the CK along with your mod (your mod set as the active one) and duplicate the various parts of the monster you require.There are three parts to a creature:Actor eg Creature01Armor eg SkinCreature01 ArmorAddon eg NakedCreature01AAIn the CK1. Duplicate Creature01 eg Creature01Duplicate2. Open Creature01Duplicate and in the Traits Tab see what Skin it is using.3. Find and Duplicate the Skin in the Object window (under Armor) eg SkinCreature01Duplicate4. In Creature01Duplicate change the Skin to the duplicate one you have just created5. Open SkinCreature01Duplicate and look in the models window to see what ArmorAddon the Skin uses.6. Find and Duplicate the ArmorAddon in the Object window (under ArmorAdon) eg NakedCreature01Duplicate.7. In SkinCreature01Duplicate change the ArmorAddon to the duplicate one you have just created.There is also a possibility that some of the creatures are using a custom race, if so you will have toduplicate that and replace the Race in the race dropdown boxes in the the Actor and the Armor.Make sure you have all the meshes and textures you require from the monster mod. you can see what themeshes are by looking in the Armoraddon under biped model. Now save your mod come out of the CK and then reload without the monster mod and the creature(s) should now exist in your mod, Link to comment Share on other sites More sharing options...
SerchBoogie Posted June 29, 2018 Author Share Posted June 29, 2018 (edited) Thanks!, it worked. But after I save and load my mod, I get tons of this same warnings but for different .nif files when I open the Actor Window and try to preview the character. I tested my mod in game again and it works correctly, no issues. I don't know if I should worry about these warnings. Any idea of what the CK means by adding W array to object in max? :wacko: ... and at the end I get that final red warning.Thanks. Edited June 29, 2018 by SerchBoogie Link to comment Share on other sites More sharing options...
agerweb Posted June 29, 2018 Share Posted June 29, 2018 I certainly have had warnings about some custom meshes that the CK doesnt like for some reason. Dont know enough about nifs to do anything about them so normally work on the principle of if it works dont try and fix it. Link to comment Share on other sites More sharing options...
Di0nysys Posted July 2, 2018 Share Posted July 2, 2018 It's got to do with the way these meshes were skinned. CK doesn't like it when there are too many bones assigned to a single BSDismemberModifier. From the first warning, it also appears the mesh doesn't have a BSDismemberModifier on one it's NiTriShapes as well. It's good practice in skinning creatures to delete any unused bones in a given mesh, it may cause intermittent crashes, as well as try when possible to add a BSDismemberModifier to the stack before export. Easy fix in 3dsmax. Wouldn't worry about it thou unless u start crashing randomly after using these meshes. Link to comment Share on other sites More sharing options...
Recommended Posts