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Quick model edits


Campaigner

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These requests should be simple. It's just replacing the Wisp mesh with another nif file.

 

Base Wisp Mesh: Meshes\Actors\Witchlight\Character Assets\Witchlight.nif

 

Here's the requested models;

 

Human Skull - "Meshes\clutter\bones\humanskull.nif"

- Can keep the wisp trail

Animated Dynamo Core - "Meshes\Dwemer\CenturionDynamoCore01.nif"

Habd's Remains - "Meshes\Clutter\Bones\BloodySkull.nif"

Animated Magelight - "Meshes\Magic\LightSpellProjectile.nif"

Wisp Core - "Meshes\Clutter\Ingredients\WispCrystal01.nif"

Ancient Vampire Head - "Meshes\DLC01\Clutter\VampireRemains\VampireRemains02.nif", requires Dawnguard.

Chicken's Egg - "Meshes\Plants\BirdEgg03.nif"

Animated Invisibility - "Meshes\Magic\InvisFXHand01.nif"

Animated Telekinesis - "Meshes\Magic\TelekinesisFXHand01.nif"

Animated Banish - "Meshes\Magic\SummonBanishHandFX01.nif"

Animated Soul Trap - "Meshes\Magic\SoulTrapHandEffects.nif"

 

Basically, the above models as enemies that use the animations of the Wisp enemy without the trailing wisp effects. Just solid objects (or light effects, which spells are). If the animated objects, such as Dynamo Core and the spell effects, can't be animated in place of the wisp's mesh, then don't worry about them. Invisibility doesn't rotate, but the effects around it do animate.

 

EDIT: The wisp trail is an ability from the wisp's race. Just means I need to make a new race, nothing big.

Edited by Campaigner
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