Quick Questions -- Quick Answers, The Eleventh

Post » Thu May 26, 2011 9:09 pm

Hey,
is there a function to copy an actors facial shape data, put not the texture data?
Or a way partly copy it's face to another?
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sas
 
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Post » Fri May 27, 2011 8:18 am

Hey,
is there a function to copy an actors facial shape data, put not the texture data?
Or a way partly copy it's face to another?

Just the eyes for now - CopyEyes, nothing else related to face gen can be manipulated.
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lydia nekongo
 
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Post » Fri May 27, 2011 6:23 am

Just the eyes for now - CopyEyes, nothing else related to face gen can be manipulated.

Hm, alright, thanks.
That one and OBSE's copyhair get me somewhere.

I don't suppose there's a setRace function yet(or any way to do it)?
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Kay O'Hara
 
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Post » Fri May 27, 2011 4:17 am

Hm, alright, thanks.
That one and OBSE's copyhair get me somewhere.

I don't suppose there's a setRace function yet(or any way to do it)?

There is no SetRace.
SetRaceAlias allows the game to treat one race as another race. Dunno if that is useful for what you're trying to do.
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Taylah Illies
 
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Post » Thu May 26, 2011 9:58 pm

Treat it like a race?
As in only its name?
Nah, that wouldn't be very useful.

I'm trying to make a sort of Corrupt Clone spell.
Only this one should not quite make an identical copy of the target, but alter it with specific features.
So, I thought, that would be possible if I'd copy the face of the target on the 'Corrupt Clone Npc' which already had those features.Alas.
Than, predefining the features through a race(a counterpart for every normal one), I thought it would be a simple act of changing the FullActorCopy of the target into that race.

Giving the 'Corrupt Clone Npc' the target's eyes,hair and name it would be a bit fake to me, but perhaps it should do.
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Cathrine Jack
 
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Post » Thu May 26, 2011 9:02 pm

SetRaceAlias will cause any of the normal functions (GetIsRace etc.) to work for your custom race. From the doc
SetRaceAlias - creates an alias for a race. If a race has an alias, then calling GetIsRace aliasRace will return true for any actor of that race. For example, SetRaceAlias Nord Argonian will cause GetIsRace to recognize Nords as Argonians. However, Argonians will not be recognized as Nords.
(nothing) SetRaceAlias actualRace:ref aliasRace:ref
Although I'm not sure if it also affects voices. Probably not but I could be wrong.
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sunny lovett
 
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Post » Thu May 26, 2011 8:27 pm

Treat it like a race?
As in only its name?
Nah, that wouldn't be very useful.

I'm trying to make a sort of Corrupt Clone spell.
Only this one should not quite make an identical copy of the target, but alter it with specific features.
So, I thought, that would be possible if I'd copy the face of the target on the 'Corrupt Clone Npc' which already had those features.Alas.
Than, predefining the features through a race(a counterpart for every normal one), I thought it would be a simple act of changing the FullActorCopy of the target into that race.

Giving the 'Corrupt Clone Npc' the target's eyes,hair and name it would be a bit fake to me, but perhaps it should do.


You could always make the race of the clone mysterious looking thing. Like the facial textures are obscured by the skin color, and all you can see are the eyes and hair. Would look spooky, don't know how much it would help the illusion of a corrupt clone.

My question: If I make pieces of armor (such as a robe with wings), can I attach animations to that armor in blender, export them to .nif format, and then call the animations in a script ingame?
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Alycia Leann grace
 
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Post » Thu May 26, 2011 7:43 pm

Bumping the thread and asking a question. :)

How can I make a NPC mute?
Actually, I want him to have no greeting when a player gets near (you know, the thing where they tell you you have the hands of a healer or smthgn), and also for it to be un-clickable, so I couldn't enter dialog with him. Basically, I'd like a NPC to interact like a creature.

Since this is page 10, I'm also guessing lock/new thread should be in order?
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Syaza Ramali
 
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Post » Thu May 26, 2011 8:41 pm

How can I make a NPC mute?
Actually, I want him to have no greeting when a player gets near (you know, the thing where they tell you you have the hands of a healer or smthgn), and also for it to be un-clickable, so I couldn't enter dialog with him. Basically, I'd like a NPC to interact like a creature.

Since this is page 10, I'm also guessing lock/new thread should be in order?

You might try the mod:
No More Annoying Comments About Your Skills

Doesn't completely mute them but gets rid of the comments.
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Klaire
 
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Post » Fri May 27, 2011 2:47 am

Thanks for the reply, but it's not about the comments at all. :)
I have a NPC in my mod, which has to be both completely silent (no comments, greeting, no dialogue/unclickable) and at the same time wear armor (which prevents me from using a creature from the start). :)
I'd like to know if anyone has any idea as to how could I do that.
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ijohnnny
 
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Post » Fri May 27, 2011 1:19 am

- AI package setting: Skip fallout behavior
- Script with an OnActivate Return block

First will cause the NPC to not use HELLO or engaging in NPC conversation, second one will make it impossible to enter dialog.
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lillian luna
 
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Post » Fri May 27, 2011 1:19 am

Many thanks, it's exactly what I was looking for. :)
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leni
 
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Post » Fri May 27, 2011 8:22 am

TES4Gecko problem:

When I try to merge mods I get this message:
Error:
I/O Error
java.io.FileNotFoundException: C:\Program Files\bethesda Softworks\Oblivion\Data\Gecko-Oblivion index (Access is denied)

Unlocker said nothing locks the program.
Java is up to date (6.14)
Am on Vista.

Any suggestions?
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Caroline flitcroft
 
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Post » Fri May 27, 2011 9:24 am

First will cause the NPC to not use HELLO or engaging in NPC conversation

Skip fallout behavior prevents HELLOs? Awesome, I didn't know that. Thanks.
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Rachel Hall
 
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Post » Thu May 26, 2011 10:37 pm

New Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
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Charlotte Henderson
 
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