Campaigner Posted January 1, 2013 Share Posted January 1, 2013 (edited) 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 trailAnimated 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 January 1, 2013 by Campaigner Link to comment Share on other sites More sharing options...
Recommended Posts