Difference between revisions of "Talking Creatures?"
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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 |