JustChill Posted February 24, 2020 Share Posted February 24, 2020 Thank you very much for that recommendation. :smile: Unfortunately the issues goes a bit deeper than that. The creature I use is an unique WispMother, but with the WispRace (I either have two other WispRaces but I cannot attached the desired model on these ones and I don't like invisible enemies). Basically the WispRace and the texture for the WispMother I use is actually not meant to be used in that way as the texture rather appears incomplete. Normally the mesh I use is attached to the "WispRaceShaderFire" somehow as there it shows up like WhispMother with burnt flesh that gives fire damage as soon as you get close. I actually tried to make a new creature out of that model attaching a ghost effect, but when I create a new creature and a new race, the meshes cannot be chosen as the WispMother will stay invisible.And it's beyond me why it does that except that that's another Creation Engine bullcrap to deal with.I never had issues creating new creatures when using Gamebryo. Anyways, I desperately chose the WispRace then, and switched through the available skins on that creature until I found a similar mesh appearance like for the one used by "WispRaceShaderFire", just without the actual burnt textures (WispRace also deals no fire damage when the player is nearby).The creature no rather looks fully blue, which I like as in addition with the ghost effect this looks pretty creepy. :smile: So I stepped away from messing with backpacks or outfits. :sad: But after all it doesn't sound that bad if I use the scripted solution. there is always a small jitter unfortunately. (You also have to disable/delete the collision behaviour on your object or it will be a hot mess. Also it will always center the object on the creature node so it will be impossible to place your backpack in a natural way with no creature-backpack mesh penetration)I actually removed the collision from the Original Azura's Star Lite mesh and made a static object out of it (without overwriting the original mesh for sure as that one is still needed for the actual soul gems that work ^^).And it sounds about right that there is small jitter, as the object initially floats in the air and when you activate it the ghost should rather work as some sort of magnet for this object: I've already created the activation script and I am looking forward to try out your script solution before I dare to check what madness this Nexus Outfit Studio is about. ^^I actually like to use the static object also as a object reference for a PlaceAtMe call, where I place the real reusable soul gem at the very same position and disable the static one. Sorry for being a bit mad about, but I really, really dislike the Creation Engine.Like this new .NET-alike scripting is soooo fancy and you need to make () after any function you use. -.-I mean, I got often tricked and mocked by Gamebryo too, but finding solutions is so easy and logical there, while the Creation Engine often works without any reason of why it does suddenly work. XDAt least if you think in the ways of Gamebryo, many things here don't make any sense at all. oO Link to comment Share on other sites More sharing options...
Jollypolly Posted February 24, 2020 Author Share Posted February 24, 2020 (edited) Yeah the creation kit can be quite convoluted. Never used Gamebryo, so I can't understand the struggle ^^I hope either Outft Studio or script solution works for you. Edited February 24, 2020 by Jollypolly Link to comment Share on other sites More sharing options...
JustChill Posted February 24, 2020 Share Posted February 24, 2020 Thank you.I am looking forward to try it out. :) Link to comment Share on other sites More sharing options...
JustChill Posted February 24, 2020 Share Posted February 24, 2020 Hey, thanks again for pointing me to this result.It looks as haunted as I wanted it to be. :D Now I just have to program the battle behavior and it's good to go. :) Cheers Link to comment Share on other sites More sharing options...
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