[beta/wipz] Playable Goblins

Post » Fri Feb 18, 2011 11:49 pm

pretty much, yes.

Put your skeleton and animations in another folder, then you can change a gamsetting (No Tail Race, Tail Race) for when the player is one of your races. For NPCs you just direct their skeleton to yours. The animations in the same folder are used, so any animations where you dont have a custom animation will have to be copied over from the normal directory.

great for compatibility and makes the mod files neater.

Ive done it for my centaurs, so much more freedom.


Can changing that game setting also be done in a spell script? If so, I'd assume this could be used to make awesome shapeshifting spells with about zero complications?
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Crystal Birch
 
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Post » Fri Feb 18, 2011 11:57 pm

I'd be willing to beta test.

I have extensive back ups of everything, and no characters I wouldn't mind losing if something went awfully wrong. I run OOO, MMM, and countless armor and and weapon mods, and other mods that would really put things to the test.

I get the feeling this will change the face of race mods as we know it. :celebration: *is addicted to race mods*

I could care less about polymorphing. >_> The real potential in this lies in throwing open several closed doors in race modding. Both making creatures playable, and making completely custom races. (From my understanding a lot of work is involved, but at least now alternate skeletons for PC races is possible) I really want to be able to play as an animal. Only type of polymorph I would be interested in would be a... God, what are they called... The thing Sirius Black is on Harry Potter? The people who can turn into a wolf at will. if you could master 'polymorphing' with this, werewolf mods would be drastically improved as well. Anything other then those two wouldn't be all that intriguing to me, though I imagine many other people would love the idea of polymorphing into lots of creatures.

And drake's reaction amused me. I've been amazed at his dragon race sense I first saw it, so can't wait to see what he comes up with.
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Tamara Dost
 
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Post » Sat Feb 19, 2011 2:39 am

Can changing that game setting also be done in a spell script? If so, I'd assume this could be used to make awesome shapeshifting spells with about zero complications?
I've also
tested the possibility of using this system for Polymorph- it only works if you change race through the race menu. It's possible to create
scripts that'll temporarily flag all other races unplayable so you open the menu->change race->it script-quits out so no bugs happen but
it'll be a bit of a faff.
It is possible, but the interface is not exactly nice.

Thanks, PM sent.
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Rach B
 
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Post » Sat Feb 19, 2011 7:24 am

Hey, I would be willing to test this out.I watched the video and it looks very intriguing. I have not realy played a ton of mods I have just been reading and educating myself on all the diferant mod tools (I just got the PC verson of this game). I would test this out on a mostly vanilla game but with a few other mods I'm testing (just weather, combat, and magic mods).
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Strawberry
 
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Post » Sat Feb 19, 2011 5:21 am

With this, not needing the same humanoid skeleton, does this mean we can add more apparel slots?
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saxon
 
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Post » Fri Feb 18, 2011 7:58 pm

With this, not needing the same humanoid skeleton, does this mean we can add more apparel slots?


err.....no

That bit is still hardcoded in another part.
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Noely Ulloa
 
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Post » Sat Feb 19, 2011 3:45 am

Heh, I can't believe I put off reading this thread until now. All this looks promising! :celebration: I'm glad my research in pinpointing those ini file settings/etc has born fruit.

Good luck, and take care!

Koniption
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Lou
 
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Post » Fri Feb 18, 2011 6:50 pm

I'd be willing to help you test that stuff out, but I'm actually more interested in the spider daedra, I've been more for spellcasters in the past than I have been for goblins who are mainly melee.
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Christine
 
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Post » Fri Feb 18, 2011 5:41 pm

I can play around as a goblin for a while as beta testing. Making a clean install soon anyway and will undoubtedly use the mod when it's released
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Guinevere Wood
 
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Post » Fri Feb 18, 2011 11:48 pm

I don't actually need more testers now, but thanks. It seems to be pretty much a-o-k but currently it and the other mods are being updated to use a handy new beta OBSE function that Scruggs has added (and to account for other people's possible uses). It'll take a tad more testing before the function is approved so release is currently just a matter of waiting.

Squall Heldt: Bear in mind Spider Daedra can't use weapons as there's no anims for them (excluding them from participating in various Thieves' Guild and Daedra quests), can't wear boots or legwear (so no Arena as you need a rainment) and in general will be a bit of a bugger. That's why I made the Goblins as the first Playable Creature- they can wear human clothes and have most of the right animations, and those they're missing can be replaced with copy-paste.
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Cathrine Jack
 
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Post » Sat Feb 19, 2011 4:19 am

I don't actually need more testers now, but thanks. It seems to be pretty much a-o-k but currently it and the other mods are being updated to use a handy new beta OBSE function that Scruggs has added (and to account for other people's possible uses). It'll take a tad more testing before the function is approved so release is currently just a matter of waiting.

Squall Heldt: Bear in mind Spider Daedra can't use weapons as there's no anims for them (excluding them from participating in various Thieves' Guild and Daedra quests), can't wear boots or legwear (so no Arena as you need a rainment) and in general will be a bit of a bugger. That's why I made the Goblins as the first Playable Creature- they can wear human clothes and have most of the right animations, and those they're missing can be replaced with copy-paste.


It's cool, thanks for thinking of me at least, I'm just curious to know how you figured this out so I can work on a similar mod myself, though I do have a couple mods for an unarmored stat. :o Be one of them hand to hand specialists.
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Chris Johnston
 
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Post » Sat Feb 19, 2011 6:44 am

would it be possible to take the regular skeleton and rig the legs together to work as a snake body? that could be used to create a new tsaesci race.
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Zach Hunter
 
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Post » Fri Feb 18, 2011 10:10 pm

That just doesn't make sense. You don't 'rig' skeletons, you rig 'to' skeletons. And sure you could alter the NPC skeleton to create a monopode, but what would the point of that be? You'd just have a hopping man.

Squall: I'll have a tutorial ready on release.
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Joanne Crump
 
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Post » Fri Feb 18, 2011 6:47 pm

Squall: I'll have a tutorial ready on release.


ill want to see that tutorial, I want to make me some creature NPCs.
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 4:23 am

I remember asking about playable goblins being a possibility yeeaarrs ago, and people said it was impossible.




SO happy it's finally going to happen. I'm kind of fanatical about goblins. ^ ^
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Makenna Nomad
 
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Post » Sat Feb 19, 2011 9:47 am

Wow we can do this now? Modding has come far while I've been gone XD
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Josh Trembly
 
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Post » Sat Feb 19, 2011 2:08 am

heya Nic :foodndrink:

this is still pretty new and definately BETA. But yes, should be a big step in oblivion modding, personally i like the idea of using creature NPCs the most, imagine having dialogue with a creature companion like that of Dogmeat in Fallout 3, or a proper creeper or mudcrab merchant from morrowind. That alone makes this pretty sweet :)
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naomi
 
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Post » Fri Feb 18, 2011 9:34 pm

i meant it it could be used to finally make a working tsaesci model. im quite fanatical about those things :P
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ShOrty
 
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Post » Sat Feb 19, 2011 3:55 am

Thanks a bunch then, I tried a mishappen solution to making playable creatures before, it worked all the way down until the legs, it kinda looked like the character's bottom was stretched until the end of the world, but the feet were still there, it was definitely odd.
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Maeva
 
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Post » Sat Feb 19, 2011 3:59 am

this is still pretty new and definately BETA. But yes, should be a big step in oblivion modding, personally i like the idea of using creature NPCs the most, imagine having dialogue with a creature companion like that of Dogmeat in Fallout 3, or a proper creeper or mudcrab merchant from morrowind. That alone makes this pretty sweet :)
Something's weird about the mudcrab skeleton though, I can get it to work in the CS but not ingame :/. Haven't tried the Scamp yet.

i meant it it could be used to finally make a working tsaesci model. im quite fanatical about those things :P
No, it could be used to make an existing Tsaesci playable. Hence the names: Playable Goblins. Playable Creatures.
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Michael Russ
 
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Post » Sat Feb 19, 2011 5:34 am

Figured I would show anyone viewing this a screenshot of my BETA character, showing that the arena works just fine, http://i43.tinypic.com/mtnf52.jpg. This mod really is as good as it looks. :)
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 8:11 am

http://img203.imageshack.us/img203/5903/shamanp.jpg

Two questions:

1. What's wrong with the helmet on the NPC to the right?

2. How hard would it be to get the missing bag from the normal shaman on the left?
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maddison
 
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Post » Sat Feb 19, 2011 2:56 am

hi talkie .... im gonna be mega rude and sidetrack your thread for a second ...

WARP is on the ball again, and I was having a ton of trouble getting in touch, so I hope you forgive me! If you are still keen to help out a bit let me know, i promise we wont burden you too much!
www.excoboard.com/warp

...

now, whats this about playable goblins? WOOT!

looks absolutely fantastic. great stuff talkie

i would actually dig out my copy of oblivion for this

as a side note, zenl may have some ideas about how to set up facegen for these critters, if there isnt major differences in the oblivion system
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Anne marie
 
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Post » Sat Feb 19, 2011 5:59 am

any way to download this? Sorry I can't seem to find the link anywhere.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 8:30 am

I don't know if it was ever released yet.
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Petr Jordy Zugar
 
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