SirNibbles Posted March 21, 2013 Share Posted March 21, 2013 (edited) Hello everyone, Normally i could find every mod to my liking, but i just couldn't find this one..... I'm playing an female ainmhi race which uses the vanilla khajiit tail.... but after an while playing, the design of the tail....bugged me.. It's more like an long finger with an texture on it, and i personally prefer an fluffy tail. i found this mod, but...it wasn't really what i expected.........http://oblivion.nexusmods.com/mods/17088 So my request hereby is, to make an fluffy tail I browsed a little on the internet and i kinda found what i looked for http://www.modthesims.info/download.php?t=94542 (only the screenshots, to give an rough idea) If possible with an little animation that it doesn't simply hangs still even if u move..... Any thought or work given on this would be highly appreciated. Regards from: SirNibbles Edited March 21, 2013 by SirNibbles Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted March 21, 2013 Share Posted March 21, 2013 (edited) Hmm, I fail to see any real 'fluff' in the screenshots given. It's just a more fluffy base shape of the mesh. In this case, no real fur/transparency effects or anything, quite some existing tails come into mind. The famous Wolf Elves for example, have a tail similar to this. I was asked to shape it yet more 'wolf-like' for the Wolven Anthros mod, too.The old tail with tip pointing upwards, as well as the new tail with tip pointing downwards, either with or without 'real fur', should be found within the different versions of the mod. Those tails are designed to use the tail sections from within the body textures, from Robert's Male and Exnem/HGEC, so they 'will' work fine with existing Khajiit textures right away already, no tampering with the NIFs required, everything's race-dependant. Unless it's Vanilla bodies. There's no support for Vanilla textures as of now. edit: Plus those tails are far more 'lively' than regular Khajiit tails as well. I took special care of the rigging after reshaping. Edited March 21, 2013 by DrakeTheDragon Link to comment Share on other sites More sharing options...
SirNibbles Posted March 21, 2013 Author Share Posted March 21, 2013 (edited) Those tails look indeed nice, but im really an noob with adding particular files to my data. Can u give me an detailed explanation how to add the tails part to the right file? (I'm using an custom race btw, that now i looked into it a little further, it uses not the vanille tails but an custom tail) Like i said, im an real noob when it comes to this but i tried replacing the tail nif file of my custom race with the "female brown tail" from that wolf elf mod. But didn't work Thanks in advance for further help Edit: played a little more with the nifs, i managed to replace the tail of my custom class with the wolf tail, but sadly the downward pointing one and it has no texture :3. Edited March 21, 2013 by SirNibbles Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted March 21, 2013 Share Posted March 21, 2013 I've come to realize those NIFs might be referencing a specific texture from the Wolven Anthros still. Due to the way the mesh is set up, the NiTriShape/Strips 'named' "foot" and the material being "skin" making it automatically use the "foot" texture of the respective race it's used with, this won't mess with the actual texture used ingame, but for some weird cause it still causes "missing normalmap" (pitch black or invisible) error indicators, if the normalmap ("..._n.dds") of the file referenced in the NIF isn't found. You only using the NIF but not the Wolven Anthros mod would now be missing this normalmap and encounter the error ingame. I'm not sure I changed all textures to "Imperial/male/footmale.dds"/"Imperial/female/footfemale.dds" respectively already in all the files. I usually do, to specifically avoid said missing-normalmap issue, but I could've missed it this time. Anyways, take a look into the NIF in NifSkope and you can easily check for the vital settings.The NiTriShape/Strips' name has to be "foot", them material "skin", that's the hardcoded game engine indicator to make it a functional bodypart using the race's 'foot' texture setting.And the NiTexturing property's texture file assignment must point to an existing (foot) texture file by all means.Don't bother with any of the detailed settings inside those. If the name is "foot" and the material is "skin", the game engine will override any and all settings done in the NIF anyways. For ease of use better take the one-and-only NIFs from the race's main folder instead of any from the 'colored' sub-folders. It could be the colored ones actually are set up to use only the colored textures. Last but not least though, make sure your custom race actually does have a tail section inside its skin textures, according to the body mod it's designed for. Those tails will use Robert's Male and Exnem/HGEC's texture layout respectively, none else. Link to comment Share on other sites More sharing options...
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