[RELz] Playable Goblins

Post » Wed Feb 02, 2011 1:44 am

Welp, no idea then. The script literally goes:
Player.additem Goblin SuitPlayer.equipitem Goblin SuitSetPlayerSkeleton Goblin Skeleton

If everything else is working then for some reason the SetPlayerSkeleton command itself is not running, and that's not something I can fix.
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CHANONE
 
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Post » Tue Feb 01, 2011 4:45 pm

First part of the quest works well enough now. Thanks for the update! Bossman gives me the amulet, I take it to the Shaman, Shaman takes it and tells me to go find the pinkman's body.... no quest update. I decided to go look for Septim's body myself, but all the doors are locked and require a key. I used the console to get around them, but I can't find Septim's body anywhere. I suppose its added after the quest update? I'll do some more messing around to see if I can get the Shaman to give me an update.

Beyond the quest though, I've had no problems. (Though I think a swim animation is in order at some point! :P For now my Goblin is enjoying his walks under the ocean.)


EDIT: Haha. Just ignore me. Everything is working fine... Thank for the update!
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neen
 
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Post » Tue Feb 01, 2011 10:37 am

Bump. Got a real bug report this time:

During battles, it is quite common for my character to 'freeze up' or become unresponsive to any of my commands. I've noticed that this happens especially when an enemy is racking up damage against me-several hits in a row-and forcing me to retreat or block. My health is usually less than half when the freeze occurs. I think only once was my health above half when the 'freeze' occurred. Now when I say 'freeze', don't think a game freeze. I simply lose all control of my character. Sometimes it is still walking backwards (usually my last action, as I'm trying to flee), but I cannot change its direction or attack or anything else.
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Charity Hughes
 
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Post » Tue Feb 01, 2011 10:58 am

Hm, that sounds like an animation priority issue, where one of them gets stuck on :/. I thought I'd hunted them all down. What weapons is this with, and do you know what you're doing immediately before? Sounds like it could be the blockhit or stagger animations playing up.

To fix it, you can just type Player.Playgroup Idle 1 in the console to reset yourself.
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Solène We
 
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Post » Tue Feb 01, 2011 1:05 pm

Hm, that sounds like an animation priority issue, where one of them gets stuck on :/. I thought I'd hunted them all down. What weapons is this with, and do you know what you're doing immediately before? Sounds like it could be the blockhit or stagger animations playing up.

To fix it, you can just type Player.Playgroup Idle 1 in the console to reset yourself.



This is more of an Issue with the Playable NPC races mod, specifically Playable Spider Daedra. When ever I look south-south west in first person, I have lines going off into infinity. Occasionally entering a new zone clears this up, but not often, and it returns right away. Also, she has a very very long cast time. Is there anyway I can resolve this?

Edit: Removing the default items appear to fix this. This may or may not be related.

Hrm, with the CTD's and inability to use weapons, I am finding this Mod unplayable. I will admit it looks fantastic though. Maybe the weapon issue is related to a lack of animations?
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naana
 
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Post » Tue Feb 01, 2011 8:39 pm

Hm, that sounds like an animation priority issue, where one of them gets stuck on :/. I thought I'd hunted them all down. What weapons is this with, and do you know what you're doing immediately before? Sounds like it could be the blockhit or stagger animations playing up.

To fix it, you can just type Player.Playgroup Idle 1 in the console to reset yourself.


No particular weapon. I encountered this using both the spade, a steel mace, and a crossbow.

Your guess of the stagger animations playing up sounds right on the money to me. When it happens, the enemy is usually laying into me pretty good. Blocking works pretty well.
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patricia kris
 
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Post » Tue Feb 01, 2011 12:18 pm

n further relation to my problem with the playable spider daedra, experimentation and poking around in the CS shows me that the female does indeed have all her animations, and I noticed that the stretched to infinity to the ssw is related to the female version of the clothing items. I have no idea how to look into that and possible fixes myself. Should I try and give her humanoid cast animations in order to speed up her cast times?

Also, should I start my own thread about this? I dont mean to be rude, or hijack this one. . . but I'm really attracted to the idea of playing/roleplaying as a spider daedra, and other than for tweaking values, I dont know what Im doing with the CS
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KIng James
 
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Post » Wed Feb 02, 2011 1:01 am

This is more of an Issue with the Playable NPC races mod, specifically Playable Spider Daedra. When ever I look south-south west in first person, I have lines going off into infinity. Occasionally entering a new zone clears this up, but not often, and it returns right away. Also, she has a very very long cast time. Is there anyway I can resolve this?

Edit: Removing the default items appear to fix this. This may or may not be related.
Hrm, with the CTD's and inability to use weapons, I am finding this Mod unplayable. I will admit it looks fantastic though. Maybe the weapon issue is related to a lack of animations?

Also, should I start my own thread about this? I dont mean to be rude, or hijack this one. . . but I'm really attracted to the idea of playing/roleplaying as a spider daedra, and other than for tweaking values, I dont know what Im doing with the CS
It's just because the first-person and third-person skeletons are different, and I forgot to set up the clothes so that they wouldn't be rendered in first-person and spazz out because they depend on a different skeleton.
The using weapons thing is just a mystery, really. It's probably because the Spider Daedra wasn't set up for weapons, so whilst I've been able to alter races that use 1 weapon to use any of them, I've not been successful adding the ability to use weapons.
You can speed up cast time by changing the Frequency, Start and Stop times in the animations, I think that's detailed in the tutorial.

If you want to post a thread about fixing up the spider daedra, go ahead. It is currently very barebones- it took all of about 2 hours to make. I'd be happy if you found someone to fix it up and turn it into a fully-featured race mod.

No particular weapon. I encountered this using both the spade, a steel mace, and a crossbow.
Your guess of the stagger animations playing up sounds right on the money to me. When it happens, the enemy is usually laying into me pretty good. Blocking works pretty well.
Right, thanks for helping pin that down, I'll go and have a look at the priorities. It's strange, because the Stagger animation is untouched from the regular goblin one :/.
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oliver klosoff
 
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Post » Tue Feb 01, 2011 8:46 pm

It's just because the first-person and third-person skeletons are different, and I forgot to set up the clothes so that they wouldn't be rendered in first-person and spazz out because they depend on a different skeleton.
The using weapons thing is just a mystery, really. It's probably because the Spider Daedra wasn't set up for weapons, so whilst I've been able to alter races that use 1 weapon to use any of them, I've not been successful adding the ability to use weapons.
You can speed up cast time by changing the Frequency, Start and Stop times in the animations, I think that's detailed in the tutorial.

If you want to post a thread about fixing up the spider daedra, go ahead. It is currently very barebones- it took all of about 2 hours to make. I'd be happy if you found someone to fix it up and turn it into a fully-featured race mod.

Right, thanks for helping pin that down, I'll go and have a look at the priorities. It's strange, because the Stagger animation is untouched from the regular goblin one :/.


I'll look into that. I love this idea. Thanks for the reply!
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Tarka
 
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Post » Tue Feb 01, 2011 7:52 pm

Think I figured the problem out, I hadn't added a stagger anim for every weapon type, so it was defaulting to the 'standard' stagger anim but breaking from time to time. Problem solved (hopefully).
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noa zarfati
 
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Post » Tue Feb 01, 2011 5:38 pm

Excellent Talkie. Thank you very much for this, again. You da man. :thumbsup:
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David John Hunter
 
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Post » Tue Feb 01, 2011 5:43 pm

Awsome mod! My favorite oblivion mod so far.. I'm really into goblins!

Found this goblin head mesh...
http://tesnexus.com/downloads/file.php?id=21309
I know nothing of oblivion mesh or character modding! That wont stop me from impatiently fiddling with this though! Badly want some helmet wearing gobbos!
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Kirsty Collins
 
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Post » Tue Feb 01, 2011 3:25 pm

I just had a quick run through on this forum and cant see my issue any where.

It has to do with running deadly reflex's and being a goblin. The deadly reflex special attack will not work and the dodge (for deadly reflex) just starts a seemingly random res animation...Is this solely my issue or does anyone else find this
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FITTAS
 
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Post » Tue Feb 01, 2011 2:23 pm

It's just because the first-person and third-person skeletons are different.


actually, the OBSE command at the moment changes both the first and third to the same skeleton.....and the only difference between the two is that the first person skeleton doesnt have the same collision as the third person, or at least thats what Ive seen. The rendering of the body parts is controled by item slots....anything in the hands that isnt also in the head/hair/tail slots will render. The first person animation keep the rest of the body out of view....but because the first person is the same as the third person in this, you get a bit of clipping with the items coming into veiw.

I just had a quick run through on this forum and cant see my issue any where.

It has to do with running deadly reflex's and being a goblin. The deadly reflex special attack will not work and the dodge (for deadly reflex) just starts a seemingly random res animation...Is this solely my issue or does anyone else find this


This would be because the goblin has different bones, and are structured differently, when you run a special animation the same named bones are all shifted into the human positions instead of the goblin ones. This makes the goblin look all wierd when it runs. It is properbly just that you cannot use mods like Deadly Reflex with this.
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Adam Baumgartner
 
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Post » Tue Feb 01, 2011 9:57 am

Welp, no idea then. The script literally goes:
Player.additem Goblin SuitPlayer.equipitem Goblin SuitSetPlayerSkeleton Goblin Skeleton

If everything else is working then for some reason the SetPlayerSkeleton command itself is not running, and that's not something I can fix.

Shouldn't that be?:
Player.additem "Goblin Suit"Player.equipitem "Goblin Suit"SetPlayerSkeleton "Goblin Skeleton"

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Jimmie Allen
 
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Post » Tue Feb 01, 2011 10:24 pm

actually, the OBSE command at the moment changes both the first and third to the same skeleton.....and the only difference between the two is that the first person skeleton doesnt have the same collision as the third person, or at least thats what Ive seen. The rendering of the body parts is controled by item slots....anything in the hands that isnt also in the head/hair/tail slots will render. The first person animation keep the rest of the body out of view....but because the first person is the same as the third person in this, you get a bit of clipping with the items coming into veiw.
Fair enough. I renamed the appropriate strips to Upperbody to stop them rendering anyway. Strange though, because the animations work fine for goblins in firstperson, but the goblin skeleton is at a 90* angle to the regular one :shrug:. I guess it's taking the goblin Scene Root or something and not applying the human animations until further up the chain.

Shouldn't that be?:
Player.additem "Goblin Suit"Player.equipitem "Goblin Suit"SetPlayerSkeleton "Goblin Skeleton"

OH MY GOD that was totally the problem you're right the mod is fixed forever and now I have been elected President of Space. It couldn't have happened without your invaluable help.
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dell
 
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Post » Tue Feb 01, 2011 1:43 pm

OH MY GOD that was totally the problem you're right the mod is fixed forever and now I have been elected President of Space. It couldn't have happened without your invaluable help.
Now wouldn't it be really funny if this wasn't sarcastic? ;)
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Jack Walker
 
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Post » Tue Feb 01, 2011 8:54 pm

Fair enough. I renamed the appropriate strips to Upperbody to stop them rendering anyway. Strange though, because the animations work fine for goblins in firstperson, but the goblin skeleton is at a 90* angle to the regular one :shrug:. I guess it's taking the goblin Scene Root or something and not applying the human animations until further up the chain.


Im not sure what is up with that 90* turn, its only the human ones that has it....but from what ive tested, it doesnt achieve anything special, Ive been creating my new animations no problem without the 90* turn and they work fine...attacking goes where it should and casting happens right.... :shrug:

As you said, that animations play fine in first person, and thats just because there is very little difference between the two, what works in third person, will work in first person (though may cause clipping). This includes skeleton and animations. One thing I can tell you, the animation to skeleton effects are very simple, if the name lines up then it put the bone into whatever postion that animation says. The 0,0,0 point for each bone is the location of its parent's bone (so if a bone is told to 0,0,0 then it goes to the parent bone). If the animation says Bip01 Head and there is a bone called that in the skeleton...then it will be moved, no matter what.

Naming to Upperbody should keep it out of view....but i swear i remember times when I've been able to see armor rendering in first person when using freeflying camera, with the armor behind the normal camera...I dunno, not something Ive had reason to look into much yet. There is so much we just dont now about the way Oblivion handles skeletons...damn you bethesda making everything so complex :swear: ...I swear there are engine designers laughing at us.


I dont know how much of that you can understand or is relevent to you....but hey, if there is something in there that helps its worth it.
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Steven Nicholson
 
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Post » Tue Feb 01, 2011 10:34 pm

Now wouldn't it be really funny if this wasn't sarcastic? ;)
Hey, if I get to be President of Space it's all fine by me.

I dont know how much of that you can understand or is relevent to you....but hey, if there is something in there that helps its worth it.
It makes sense, yeah, although it's stuff I already knew I'm afraid :P.
Oblivion's skeletons still being confusing is definitely infuriating, I'm not exactly keen on the way Skeletal Variation breaks headlook.
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Sunny Under
 
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Post » Tue Feb 01, 2011 10:23 pm

Playing as a Goblin now, loving it. No issues so far
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Daramis McGee
 
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Post » Tue Feb 01, 2011 3:40 pm

How come Goblins can't wear arena raiments?
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Lisa Robb
 
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