Need help with a larger creature

Post » Thu Jun 21, 2012 1:43 pm

Ok, so I have an idea I have been playing with for a mod for awhile now. I recently started to get stuff together to test some of my ideas out and see where I stand. The current problem I'm having is that this mod would require a game creature i.e. elk to be much larger in game then currently set. I tried using setscale knowing it probably wouldn't have the desired reaction but hoped to skate by with this. Well just as I thought it didn't work at all. So from what I gathered, from the setscale experiment is that the animations won't work right when scaled and collision is off a bit. So I'm wondering if it would be possibly to drag the mesh and bones into 3ds max then re-scale them as well as tweak the animations. From what I have read in the past custom creatures aren't able to be made due to havok behavior files or something to that effect. Since I would be using a creature from the game wouldn't the files stay the same or would the re-sizing mess them up as well? Guess what it boils down to is it possible to make a new creature from an existing one, make it larger, and get it to work in game without overwriting existing animations for the default creature?
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Kit Marsden
 
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Post » Thu Jun 21, 2012 12:49 pm

Im having a similar problem. Im trying to make a large wolf. I put it in a room eith closed doors but in game its not there. This is also part of a quest mod im working on so the map marker that points to it points to a blank inaccessible area in thr dungeon(custom) i have no idea what causes this problem, as ive done similar things with humanoids and they appear in game.
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Chad Holloway
 
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Post » Thu Jun 21, 2012 11:03 am

Im having a similar problem. Im trying to make a large wolf. I put it in a room eith closed doors but in game its not there. This is also part of a quest mod im working on so the map marker that points to it points to a blank inaccessible area in thr dungeon(custom) i have no idea what causes this problem, as ive done similar things with humanoids and they appear in game.


That is actually the same creature I'm working on as well. I just didn't want to spoil anything on it. I haven't got to the new dungeon thing yet cause of my tests with the model. I knew issues would arise. I hope we can get an answer on this.
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Ebony Lawson
 
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Post » Thu Jun 21, 2012 10:43 am

What you can do is simply scale the npc , as long as it is a copy,, so scaling the actor value.. that will work,, if its a new actorl

you can also copy the race.. but then also copy the armor addon (raceAA usually) and the armor (raceskin) make sure the armors you copy have in their settings the new race you copied)

then you have a duplicate race.. and you can mess around with it.. give it a scaled skeleton etc etc
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Andrea P
 
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Post » Thu Jun 21, 2012 2:42 pm

Actors -> Actor -> Actor -> XXXRace -> Height = Scale... Also Weight needs to be increased by an even multiple to the increase in Height/Scale so the Ragdoll will react correctly.
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Nomee
 
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Post » Thu Jun 21, 2012 7:27 am

Thanks guys, I'll give this a go this weekend and see where it takes me.
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Chelsea Head
 
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