[beta/wipz] Playable Goblins

Post » Sat Feb 19, 2011 9:56 am

not released yet, Talkie was just sending it out to certain people for testing. thoughi think he's finished with that now.

He has to wait for the full v18 release though before he does a public release.
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Dan Stevens
 
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Post » Sat Feb 19, 2011 1:26 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?
Hm, the link isn't working I'm afraid, so I can't speculate on what's wrong with their helm (as there's a heck of a lot of things that can go wrong with heads).
The bag is a bit of a problem as it doesn't really correspond to any of the existing clothing slots, and it's parented rather than weighted so I'd have to rig it to use it as say an amulet, which I've never been able to manage :P.

Da Mage is spot on about the release, it's just a case of waiting for the OBSE function I want to be officially released. It's bad form to release mods that rely on beta functions.
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Manny(BAKE)
 
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Post » Fri Feb 18, 2011 11:09 pm

hey toaster i have question, can this new development be used to make user made creatures playable?
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Breanna Van Dijk
 
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Post » Fri Feb 18, 2011 6:14 pm

hey toaster i have question, can this new development be used to make user made creatures playable?


yes, from what i know of talkie's mod, it should work with any creature, either normal or modded.

If not as a playable character (as most creatures are missing important animations) but as NPC at least (to allow creature dialogue).
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Steph
 
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Post » Sat Feb 19, 2011 2:49 am

cool! so lets say i make a tsaesci creature with tail animation and all, it could be setn-up to be an NPC or PC? not just a regular npc with a tail used taking feet and legs slots as an armor piece?
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NeverStopThe
 
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Post » Fri Feb 18, 2011 11:24 pm

cool! so lets say i make a tsaesci creature with tail animation and all, it could be setn-up to be an NPC or PC? not just a regular npc with a tail used taking feet and legs slots as an armor piece?


Heres the problem:
Any race that wants to use custom meshes cannot use armor/clothing as most have skin data stored in the mesh. Talkie has faked it for the goblins, setting the skin to a gobliny colour, and when a slot isnt filled then he puts on the goblin's mesh. it isnt perfect, but it works well enough for the goblins.

i dont know what a tsaesci is, but if it has a reasonly close build to a human (ignore size, that can be fixed) then the same effect could be applied.
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brandon frier
 
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Post » Sat Feb 19, 2011 12:07 am

Hm, the link isn't working I'm afraid, so I can't speculate on what's wrong with their helm (as there's a heck of a lot of things that can go wrong with heads).


Blah, guess I'll stop relying on imageshack for temporary image storage. Here's a working one: http://www.invision.tesalliance.org/forums/index.php?/gallery/image/6155-goblin-heads/

Left is obviously a normal goblin, right is the NPC version.

The bag is a bit of a problem as it doesn't really correspond to any of the existing clothing slots, and it's parented rather than weighted so I'd have to rig it to use it as say an amulet, which I've never been able to manage :P.


No worries, the bag would be cool but isn't critical for anything.
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Undisclosed Desires
 
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Post » Fri Feb 18, 2011 8:07 pm

Blah, guess I'll stop relying on imageshack for temporary image storage. Here's a working one: http://www.invision.tesalliance.org/forums/index.php?/gallery/image/6155-goblin-heads/

Left is obviously a normal goblin, right is the NPC version.



No worries, the bag would be cool but isn't critical for anything.


i had that issue with my centaurs. The issue with mine was adding in extra bones with rotation between the NonAccum and head bones.
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Vicky Keeler
 
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Post » Sat Feb 19, 2011 3:32 am

I don't know the first thing about rigging bones, is this something I could fix in nifskope with the right prodding?
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Jodie Bardgett
 
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Post » Fri Feb 18, 2011 8:51 pm

what did you do to the skeleton to make it work? if i know what you did i might be able to tell you how to fix it.
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 8:54 am

I didn't do anything to it, this came from Talkie Toaster's files.
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Sarah Kim
 
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Post » Fri Feb 18, 2011 9:28 pm

ah, i havent seen them i cant comment....
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Laura Tempel
 
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Post » Fri Feb 18, 2011 7:23 pm

It's pretty late but I'd do some testing
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Lakyn Ellery
 
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Post » Fri Feb 18, 2011 5:47 pm

Left is obviously a normal goblin, right is the NPC version.
Are you using the adjusted headdress files included in the mod, or the regular goblin ones? NPC heads have a 90* adjustment compared to normal ones for some reason so you've got to apply a 90* change in NifSkope.

cool! so lets say i make a tsaesci creature with tail animation and all, it could be setn-up to be an NPC or PC? not just a regular npc with a tail used taking feet and legs slots as an armor piece?
They could use a different skeleton and set of animations. That's not going to magically remove the default body meshes that every NPC uses, so yes you will have to use a tail taking feet and leg slots up. Even if you didn't have the default meshes to hide you'd still need the slots blocked as otherwise the player could equip shoes and cause weird graphical errors as they wouldn't have feet bones to stick them to.
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 8:49 am

ok i think i somewhat understand, id have to do something that would allow boots and greaves to be worn on the tail?
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Bigze Stacks
 
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Post » Fri Feb 18, 2011 10:18 pm

*sigh*
No. You wouldn't. Because existing boots and greaves are rigged to bones your snake-man wouldn't have, so you would need to prevent the player equipping them.
At the same time you would need to equip a tail mesh so your creature had a tail.
You would probably do this by making a 'Tail' clothing item that took up the legs and feet slots and was rigged to your new tail.

I really can't understand how you are having so much trouble with this.
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Solina971
 
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Post » Fri Feb 18, 2011 7:03 pm

lol i dont understand anything because im no modeler, animator or scriptor. i can only really do world building and simple nifskope piece transfers(taking a piece off of 1 mesh and placing on another). so what your saying is its probably easier to just continue using a tail mesh as an armor piece? would it be possible to script the piece to force equip itself permanently and have no visual?
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Killer McCracken
 
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Post » Sat Feb 19, 2011 6:52 am

Hold on, i think i figured out what you are talking about. (i also googled your creature to see what it was).

Yes, the bottom half would be a force equipped mesh in the tail slot. Now with these custom skeleton (though from what i see this would be beyond your abilities) you can 'scale to 0' the legs, but leave them attached to the skeleton so that regular boots/greaves can still be worn, but you dont see them anymore. if you want to make an armor/clothing to go on the tail, you make a mesh that goes on the tail slot, this mesh would contain both the tail itself and the new clothing/armor.

I recently did similar for my centaurs, allows me to wear full body armor/clothing, with only the top half visible, without have to make custom items to switch in (which aviod a heap of issues).

If you want to make some force equipped and stay equipped, put up a topic in the CS forums, its not a hard thing to do so the scripts will come quick.

edit: @Talkie: can you send me a copy of your goblins? I really want to make some creature NPCs of my own, but cant figure out some bits.
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sas
 
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Post » Fri Feb 18, 2011 11:54 pm

Are you using the adjusted headdress files included in the mod, or the regular goblin ones? NPC heads have a 90* adjustment compared to normal ones for some reason so you've got to apply a 90* change in NifSkope.


The HelmSham.nif that came with the mod. Which is defined as an article of clothing.
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Nathan Risch
 
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Post » Fri Feb 18, 2011 10:38 pm

Hm, well that's odd, as it's definitely working fine on the shaman in the quest dungeon. IIRC there's a setting in the CS ini which occasionally causes this kind of problem, but I can't remember which one (I changed it years ago).
To test to see if it's the skeleton or the CS you could try opening Playable Goblins and finding the cell the shaman's used in to see if it looks wrong.
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Stephanie Kemp
 
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Post » Sat Feb 19, 2011 2:32 am

Looks like my screw up. I've been trying to selectively grab only what's needed from all the files you sent me so that I don't end up having to include a mountain of stuff in what I'd like to use it with. In the process, I seem to have accidentally marked the helm in tes4edit as a head instead of a hair. Once I changed the bit on that, she's all good.
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Nana Samboy
 
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Post » Sat Feb 19, 2011 2:45 am

I tried to change the skeleton but whenever I try to see it or use the NPC with a changed skeleton the Construction Set goes into Not Responding and then closes. Is there any reason why it would be doing that?
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Stace
 
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Post » Fri Feb 18, 2011 10:47 pm

I tried to change the skeleton but whenever I try to see it or use the NPC with a changed skeleton the Construction Set goes into Not Responding and then closes. Is there any reason why it would be doing that?


If it was that simple then someone would have found this out a long time ago. Im pretty sure talkie has made some edits to the skeleton.
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Guy Pearce
 
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Post » Fri Feb 18, 2011 10:25 pm

I didn't succeed in using an altered skeleton right "out of the box" myself either yet.
But for my few changes, adding bones for wings, arm blades, tail blades, I could circumvent this by simply copy&paste'ing my new bones (whole branches of bones was more comfortable) into an "existing" skeleton and applying all NifSkope magic to validate the NIF afterwards (in case I might have messed something up, rarely happens, but I still always do it to play safe).
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Philip Lyon
 
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Post » Sat Feb 19, 2011 1:09 am

How do you alter a skeleton to make it usable in the CS?
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Cameron Garrod
 
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