Issue with Khajiits

Post » Fri May 27, 2011 9:18 am

I reinstalled Oblivion and it's expansion packs to hopefully deal with an issue I've been having. However, this problem is continuing to prove a bit challenging.

While the Player race, and premade Bethesda NPCs are fine, any new Khajiit NPC I make seems to be missing the tail Mesh, (IE, their tail now stretches across the entire cell.)

What can I do to possibly remedy this?

Thanks in advance,
Virin. :spotted owl:
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Nikki Lawrence
 
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Post » Fri May 27, 2011 11:31 am

Symptom is that of a corrupt skeletonbeast.nif - possibly replaced by the skeleton.nif which has no tail bones. Without the tail bones, the tail part of any mesh is unweighted and thus will collapse to, and not move from, the mesh origin.

Check your data folder for a replacement skeleton. You can probably just delete it if you find one, as the original will be loaded from the .bsa file.
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Taylah Haines
 
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Post » Thu May 26, 2011 11:37 pm

It doesn't really need to be a corrupted NIF. If you just forgot to select the skeletonbeast instead of the regular skeleton for your "new" NPC, this is bound to happen. As far as I remember skeletons are assigned on a per-actor (per-NPC) basis and don't even necessarily have to be one of the two default skeletons.
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Franko AlVarado
 
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Post » Fri May 27, 2011 1:27 am

a good way to aviod this is to just copy a already made NPC (eg, make changes and save as new form with new editor ID)
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CSar L
 
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Post » Thu May 26, 2011 10:15 pm

Thank you all. I'll try this and see if it fixes the issue!
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ijohnnny
 
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