Difference between revisions of "Talking Creatures?"

1,037 bytes added ,  00:58, 10 July 2006
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imported>TheImperialDragon
imported>Yarharhar
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:::http://rapidshare.de/files/25420002/Talking.esp.html is where you'll find it...  I think I named the cell... AAA? [[User:TheImperialDragon|The Imperial Dragon]] 00:35, 10 July 2006 (EDT)
:::http://rapidshare.de/files/25420002/Talking.esp.html is where you'll find it...  I think I named the cell... AAA? [[User:TheImperialDragon|The Imperial Dragon]] 00:35, 10 July 2006 (EDT)
[[User:Yarharhar|Yarharhar]] 22:00, 09 July, 2006: I've stumbled upon another method.  Basically, you make an npc wear a 'creature' costume and use their animations.  I'll detail it more later, but here is the basic procedure:
*Put the dialog you want on the npc of your choice.
*Choose the creature type you want this NPC to be, and copy its skeleton.nif .
*Rename this skeleton something like skeletonNPC.nif
*In nifskope, add the 'important' ninodes to this skeleton from the human skeleton.  These would be ninodes like Quiver, Camera, Sideweapon, etc.  Basically anything that isn't part of the regular skeleton.
*In the construction set, make clothing for each of the creature's mesh parts (like eyes, body, claws, whatever it has)
*Then, under the NPC, choose the new skeleton file you made for it.  Since it is in the creature directory, that character will now use the creature's animation.
*Also, make sure the only clothing that npc has on it is the 'creature' clothing you've made for it. 
*You now have a talking creature
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