Generic Skeleton.nif with Unique Name

Post » Fri May 27, 2011 6:55 pm

I'm attempting to make more Wild Wasteland encounters and without giving much away, I want to make a unique name for a skeleton, like in the title and description. But it won't let me paste
clutter\skeleton\skeletonmale50scasual.nif
for the model name whenever I try to make a unique movable static...

If you understood any of this, could you lend any advice? Thanks in advance.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat May 28, 2011 12:54 am

You'll want to use something like FOMM or NVMM to unpack that .nif so you can select it from the model selection.

Is there a reason you're not just duplicating the original skeleton though?
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sat May 28, 2011 1:16 am

You have to extract that skeleton from the .bsa file and select it from the GECK. You can't just write out (or paste) the model path information - you need to browse to it and select it from the edit model dialogue.

Alternatively, make a new copy of that skeleton's movable static by changing the base ID of the static in the GECK and saving it as a new form. Much easier.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri May 27, 2011 9:34 pm

:facepalm: I forgot it automatically makes a new form if you change the ID. Thanks guys.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm


Return to Fallout: New Vegas