cumbrianlad Posted May 3, 2020 Share Posted May 3, 2020 I'm adding this as a separate post, because it's not entirely answering your questions... just some observations, having looked at your esp. I'm wondering why you removed the hkx file from the Race form? This results in the atronach being unable to do anything. It can't cast spells. It can't even move. I'd have just duplicated the vanilla race, then altered its perks, checkboxes etcetera in the Main race tab. On the Body Data tab I'd just have altered the skin to the new one. This gives you a fully functional atronach with your new appearance. You speak of 'changing the base storm atronach' to your new actor. Do you mean changing every storm atronach in the game to this actor? You can do that of course, but I'd get the player-friendly one sorted fully first, then swap the vanilla actors over afterwards. Even with the atronach hkx behaviour files in place, I think you're going to have a problem getting it to conjure a familiar. I was hoping that the standard atronach animations would let them cast 'conjure familiar' but that doesn't seem to be true. I put my own version of your atronach in next to the original one and placed 3 storm atronachs further away. I had already altered the vanilla storm atronachs to give them high conjuration skill (93) and given them 'Conjure Familiar'. In game, I ran down to the 3 enemies and led them back to Anise's cabin. There was a long fight between the enemies, Anise, Shadowmere and my Druidnach. None of the atronachs conjured a familiar. At least it proves that your factions are set up correctly for Druidnach. It swooped down from the cabin as soon as the enemies started attacking the player. You're going to need an actor that can use conjuration spells and base the race around that, I think. Everything else about this Druidnach was the same as yours except for the Body Data page of the race which was vanilla but with the Druidnach skin. Link to comment Share on other sites More sharing options...
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