DaemonGrin Posted January 1, 2013 Share Posted January 1, 2013 Hello everyone my first post yay! I was curious with all the brahmin, bighorner, coyote/dog/mongrel animations how hard it would be to import a horse mesh and texture from oblivion into new vegas? It is such an overwhelmingly old west themed game making a few roaming horses that had been affected by the radiation the courier could find a horse injured by raiders and slowly heals it by gathering pickled pears fruit or w/e and finally you can throw a blanket on its back and use it as a mount. There are plenty of anims from other creatures to create a believable horse but I know the courier mounting anims would need to be created. Eventually it would be cool if you could shoot while mounted but for now just being able to have a horse named Trigger would be awesome lol. Thanks,DaemonGrin Link to comment Share on other sites More sharing options...
Allnamesinuse Posted January 1, 2013 Share Posted January 1, 2013 2nd this, someone please make it happen. Link to comment Share on other sites More sharing options...
Xaranth Posted January 1, 2013 Share Posted January 1, 2013 I'll add a WANT, but with no expectation of it happening. :) Link to comment Share on other sites More sharing options...
nivea Posted January 2, 2013 Share Posted January 2, 2013 It would be pretty hard to port the Oblivion or Skyrim horse into Fallout, you would have to redo a huge amount of the creature skeleton and animations... Not to mention its not legal to do so. I do wish there was a horse in Fallout though its one of the few things I really enjoyed in the TES series. ): Link to comment Share on other sites More sharing options...
Skyviper086 Posted January 2, 2013 Share Posted January 2, 2013 It is possible to enlarge a skeleton? Link to comment Share on other sites More sharing options...
devinpatterson Posted January 2, 2013 Share Posted January 2, 2013 I'v been meaning to get around to this myself. My solution is much simpler (and much crappier). Basically it's just going to be rigging a horse to a existing skeleton and using Illyism's Rideable Creatures script. It's processor intensive since the game is moving the restrained player every frame to center over the mount, but it's workable even though it's kludgy. Q's buttercup is an example of a horse (albeit metallic) rigged to a an existing skeleton and it's pretty solid. I'v made some basic enhancements to Illyism's script allowing 3d person POV (changed a flag on the restraint and found a simple mounted animation, so your not "standing" inside your mount). I thought I'd take the horse from google 3D warehouse since everything on there is required to have an open license. I talked to Ben (bben46, mod) & OK'd it as a source already. But like everything else it's on the back burner at the moment. Of course there are people that could rig this much better than me.... Link to comment Share on other sites More sharing options...
Skyviper086 Posted January 3, 2013 Share Posted January 3, 2013 I was thinking enlarging the skeleton of a dog or something and giving it a horse texture. I know nothing of these things I was just wondering if that could be possible. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 3, 2013 Author Share Posted January 3, 2013 I'v been meaning to get around to this myself. My solution is much simpler (and much crappier). Basically it's just going to be rigging a horse to a existing skeleton and using Illyism's Rideable Creatures script. It's processor intensive since the game is moving the restrained player every frame to center over the mount, but it's workable even though it's kludgy. Q's buttercup is an example of a horse (albeit metallic) rigged to a an existing skeleton and it's pretty solid. I'v made some basic enhancements to Illyism's script allowing 3d person POV (changed a flag on the restraint and found a simple mounted animation, so your not "standing" inside your mount). I thought I'd take the horse from google 3D warehouse since everything on there is required to have an open license. I talked to Ben (bben46, mod) & OK'd it as a source already. But like everything else it's on the back burner at the moment. Of course there are people that could rig this much better than me.... Would be awesome, hope to see it come to fruition! I was thinking enlarging the skeleton of a dog or something and giving it a horse texture. I know nothing of these things I was just wondering if that could be possible. I'm relatively new to modding but from what I think I know lol you don't increase the size of the actual skeleton itself but set a scale for the entire model in the mod. there are only 2 base skeletons skeleton.nif and beastskeleton.nif if I recall and all models run off of these 2 and they stay their size no matter what NPC/creature uses them because the scale of the model is increased with in the GECK (please someone correct me if I am wrong about anything) . Just look at Valley of the Giants http://newvegas.nexusmods.com/mods/37577. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 4, 2013 Share Posted January 4, 2013 I was thinking enlarging the skeleton of a dog or something and giving it a horse texture. I know nothing of these things I was just wondering if that could be possible. You could make a "worg" or "dire wolf" from parallel evolution via mutation. A dog mount would be very easy. Changing the texture won't change the shape, I believe you may be thinking of the mesh. there are only 2 base skeletons skeleton.nif and beastskeleton.nif if I recall and all models run off of these 2 and they stay their size no matter what NPC/creature uses them because the scale of the model is increased with in the GECK (please someone correct me if I am wrong about anything) . Just look at Valley of the Giants http://newvegas.nexusmods.com/mods/37577. You actually have a wide variety of skeletons that are for each type of creature. Deathclaws, human, brahmin, gecko, bighorner, protectron, mr handy etc are all different skeletons & have their own unique animations. Only very similar creatures will share skeletons, like mr handy and mr gutsy, or all canines. In re: to scale it's pretty relative since you can adjust them (as you mention) in geck, scale them from within blender or when exporting them from blender. But since the mesh has to be rigged to teh skeleton your not going to be able to have one too far out of scale with the other. For instance you can make the mesh wider and deeper along the x & y axis by 30 or 40% and it can still work fine (at least in my experience) some of the time. This can give you a hulking actor, or a very thin actor, and you may not have any problems (or maybe minor problems with hands, for example). I'v done this with some bots and have had good results; http://imageshack.us/a/img257/5868/markiv.jpg http://imageshack.us/a/img191/3901/marsrobobrains.jpg But if you increased the mesh say 200% along the z axis it would be so far out of sync with teh skeleton that it'd be a mess....a LSD freakshow from the game engine. Link to comment Share on other sites More sharing options...
Skyviper086 Posted January 4, 2013 Share Posted January 4, 2013 And now I know. Thank you. Link to comment Share on other sites More sharing options...
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