Talk:CreatureHumans

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Wow! That's huge... could you describe that process here, by any chance? That would be awesome!

Please do make sure you read Project:Copyrights, though, before you submit anything.
Dragoon Wraith TALK 23:40, 8 February 2009 (EST)

from:BlazesRus
Which of the processes do you wish for me to explain?
Does changing the GMSTs update the skeleton to a new file? Does it not mess up NPCs who (should be?) using the same skeleton?
Oh, also, Wiki rules - please sign by typing ~~~~ after your response. Further every paragraph (as delineated by double line breaks) of a response should start with 1 more colon ( : ) than the person you are responding to (this indents the paragraph to make it clear that it's separate from the person responded to). Single line-breaks are ignored (unless the new line starts with a colon), so that's the only reason that I used the break tag above, to put my signature on a separate line. I've "wikified" your response somewhat.
Dragoon Wraith TALK 21:51, 9 February 2009 (EST)
Changing the settings does not effect ncps as they already have a skeleton slot in the editor that tells which skeleton it uses. Changing the global settings (at least in the esp) will update the skeleton and animations it uses.--BlazesRus 22:23, 9 February 2009 (EST)
If you want creaturencps, I already have working versions including a companion that every so often starts to fly on its own because of the animations linked to the creaturencp (requires a special skeleton to use the creature armor)-the ncp looks like a gargolye with gnarl arms right now.--BlazesRus 22:29, 9 February 2009 (EST)
To avoid any messes with other ncps, create a separate folder for your new creaturehumanskeleton. The creaturehuman skeleton doesn't need to be found in the default folder.--BlazesRus 22:34, 9 February 2009 (EST)
The main problem that I am encountering is that the Game Setting change seems to reset the next time, it is loaded.(a change in skeleton requires the model to be reloaded) Is there any way to save game settings to a save file so that the model can be updated on reload?--BlazesRus 22:54, 9 February 2009 (EST)
Hmm... I'd try asking the OBSE folks on the Forums (their thread is in the Oblivion Mods section). Alternatively, you could store which skeleton you want to be using at a given time in a variable, and then set it with GetGameLoaded or GetGameRestarted (depending on which is applicable to you).
Dragoon Wraith TALK 00:59, 10 February 2009 (EST)
I just updated the post into a tuturial(meshes created should work as new tails and/or armor)<I don't have access to 3ds max 2009 or 2010 yet but something similar should with fused skeletons as well)--BlazesRus 23:49, 27 April 2009 (EDT)
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