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Skeleton Race


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  • 5 weeks later...

Easiest way in the CS, click character, race, select one and duplicate. Rename the race then click the body data tab, change all the data to the same nifs the skeleton uses. Now you have a unique playable race, so you'll need to add one of the quickstart mods or a race dialogue mod.

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Actually, no, it's not that easy at all. If you look closely, you cannot define body "models" (apart from the tails, and the head with all parts on the other tab) inside the race records, or anywhere else, at all, only "textures". And you especially cannot have a different skeleton "per race", which is what was originally asked for here, only per NPC. If it were so easy, I wouldn't have to do all the complex stuff in my mods.

 

There are, however, resources flying around for playable creatures, which is what a skeleton in this game is. If you control the creature as is, it'll be everything, from model to animations, identical to the original in game.

https://www.nexusmods.com/oblivion/mods/31821

Or maybe of more direct interest here:

https://www.nexusmods.com/oblivion/mods/41284

 

But keep in mind these are some very dated techniques, changing the player skeleton to a creature one, while an ESP/ESM is activated, thus also switching the entire animation folder (=set) to the creature's, and equipping/wearing the creature model as a sort of "suit",...

...however, even with today's latest developments in OBSE and stuff the basic concept is still the only one doable, there's just better scripting support to achieve the same by different means.

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