Any Tutorials on Creating Species Variations?

Post » Mon Jun 18, 2012 12:12 pm

The CK website only has a tutorial for human actors, I have done all the texturing for my HD bunnies mod which has 6 different kinds of bunnies. I would like to make these all available in the game at once, with slightly varying speeds stats and rarity.

Is there any tutorial to help me with this? I will not be editing meshes, just the textures, which I have already done.

see here:

http://skyrim.nexusmods.com/downloads/file.php?id=4033

A tutorial would be ever so helpful, I envisige this being one of "those mods" that adds to the immersion [img]http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif[/img]
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Tiffany Carter
 
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Post » Mon Jun 18, 2012 4:38 pm

Anyone?
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Nims
 
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Post » Mon Jun 18, 2012 4:07 pm

I am not sure what looking for ... but have gotten new creatures into the game (see my critters mod over on nexus) and went through the below to get it done. It was a basic redo of textures to create 6 diff crabs in the end.

For the Stonecrabs when working in the CK .. had to mod 10+ different things . Started by typing crab in the filter and then going to All at the bottom in object window. This brought up all records associated with mudcrabs, which based these off. 1st thing changed was the 'naked' ARMA record (refs the nif here), then did the ARMO (skins) and then created a new race record. Other records end up touching are:

CLAS
SPEL .. if creature has, crabs have water breathing and for giant extra damage (mod'd this last one since making a bigger crab).
INGR .. if get such when kill the thing .. for crab this is yes.
NPC .. for each version and a LvL record .. I did 6 diff crabs so had more then 1 entry in a lot of the record areas.
Leveled Actor ... for who/what shows up when place the M on the map, had some issues with this in terms of getting alt levels to work so made everything the same level and worked, have to do more work here.
Leveled Item .. If have a treasure that is called when the dude dies .. in addition to the ingredient.
Load screen .. Description and pix of the thing.

Again if multiple variants then would have to do more ARMA, NPC packages, and Armors at minimum. Now I could have missed some things won't know until test in game but the list is all the really modable records found so far. If need more detail let me know and will try to gt back to u on this but I am sure others have better grasp then this and will chime in eventually. If bring up draugr in the *All it gives a hint of how you need a good accountant when doing these things.

Not sure if this is what you are looking for ... if want them to come up with rabbits then instead of creating a new LVL Actor list would just add the bunnies to the existing one for the originals in the game. This way do not have to place an M as the existing ones will spawn your fuzzies.

Been looking for the command to add new creatures to Lvl Lists, found the one for items but didn't seem to indicate worked for actors ... FNV scripting was so easier wish someone would build a conversion prog then I could write in old script to get the new one. If after something else let me know and will try to assist. Good Luck
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Rachyroo
 
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Post » Mon Jun 18, 2012 2:02 pm

I am not sure what looking for ... but have gotten new creatures into the game (see my critters mod over on nexus) and went through the below to get it done. It was a basic redo of textures to create 6 diff crabs in the end.

For the Stonecrabs when working in the CK .. had to mod 10+ different things . Started by typing crab in the filter and then going to All at the bottom in object window. This brought up all records associated with mudcrabs, which based these off. 1st thing changed was the 'naked' ARMA record (refs the nif here), then did the ARMO (skins) and then created a new race record. Other records end up touching are:

CLAS
SPEL .. if creature has, crabs have water breathing and for giant extra damage (mod'd this last one since making a bigger crab).
INGR .. if get such when kill the thing .. for crab this is yes.
NPC .. for each version and a LvL record .. I did 6 diff crabs so had more then 1 entry in a lot of the record areas.
Leveled Actor ... for who/what shows up when place the M on the map, had some issues with this in terms of getting alt levels to work so made everything the same level and worked, have to do more work here.
Leveled Item .. If have a treasure that is called when the dude dies .. in addition to the ingredient.
Load screen .. Description and pix of the thing.

Again if multiple variants then would have to do more ARMA, NPC packages, and Armors at minimum. Now I could have missed some things won't know until test in game but the list is all the really modable records found so far. If need more detail let me know and will try to gt back to u on this but I am sure others have better grasp then this and will chime in eventually. If bring up draugr in the *All it gives a hint of how you need a good accountant when doing these things.

Not sure if this is what you are looking for ... if want them to come up with rabbits then instead of creating a new LVL Actor list would just add the bunnies to the existing one for the originals in the game. This way do not have to place an M as the existing ones will spawn your fuzzies.

Been looking for the command to add new creatures to Lvl Lists, found the one for items but didn't seem to indicate worked for actors ... FNV scripting was so easier wish someone would build a conversion prog then I could write in old script to get the new one. If after something else let me know and will try to assist. Good Luck

I just want to use my multiple skins at once, if that means duplicating actor files, thats fine, I know how to do that. BUt i just don't know where to add a new texture.
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Susan
 
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Post » Mon Jun 18, 2012 11:32 pm

Well there may be an easier way but if you look at how all the actors are done in the game each variant has it's own nakedskin/skin.enc record, only one race and LVLactor .. though could do more based on what desire to accomplish .. so I've been doing it like Bethesda did and just doubling down on them. As to the textures into the game I have used nifscope to add to the creature .. can use the textureset option (under Miscellaneous) to add new textures to statics and such but so far have not been able to apply to actors based on how the nif is ref'd by the records in the game/CK. So gotta ask you have used nifscope right if have then changing textures is just like in the past BSShaderTextureSet .... forgive me bt that is what thought u had already done for the new looks ... change ref to new texture give nif a new name and save where want. In the records assoc with the actor the skin one is what ref the nif so in effect (my interpretation) you never directly access it so can not apply a new texture to it in the CK .. thus nifscope or such needed to add a new texture to a model.

Add: If do have a texture that applies to the target (rabbit or whatever) then can set up a textureset and then apply to the 'naked' record, bring up the models listed there and then just apply the texture to the parts in the box below the edit line, click OK and then save with new name. This allows to ck once in nif or similar prog that the textures apply to model and then mass produce in CK as needed ... I have used this before and for dozens of nifs using same basic texture works fine ..
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naomi
 
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