Resize deer model in NifSkope

Post » Sat May 28, 2011 1:50 am

Hello everybody, I hope this is the right forum for this. I downloaded Sabregirl's Morrowind Ecology and when I opened up the mod in the CS, I realized that the deer and caribou had the size of a large moose! Now, that is with a scale of 0.5 so there is no way of decreasing their size. I tried to resize the model with NifSkope but for some reason it does not change anything in the CS. I went to Transform -> Edit and changed the scale to 0.5. I also tried to Apply the Transformation but no change in the CS. Note: The size of the model does change within NifSkope.

Does anyone here know what I could to make the change permanent, in-game? Thanks a lot.
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sara OMAR
 
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Post » Sat May 28, 2011 12:21 am

You say it doesn't change in the CS, but does it change in-game?

Anyway, if nothing else works, you can attach a setscale script to the deer,
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Lakyn Ellery
 
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Post » Sat May 28, 2011 6:46 am

No, it does not change in the game either. Could you provide the set scale script, please?
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Nicole Coucopoulos
 
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Post » Sat May 28, 2011 6:00 am

No, it does not change in the game either. Could you provide the set scale script, please?


You may want to make some changes, such as the scale to set it to, and you may want to key it to a cell change or some such or set it to check on a less frequent basis. As it is, it will check the scale every frame, which is unneeded, but this script as is will work if it is attached to whatever:

Begin setscaleScript;*******************************************************;*Attach to whatever you would like to rescale********************************************************If ( Menumode == 1 )		ReturnendIfIf ( GetScale != 0.30 )	setscale 0.30endIfEnd setscaleScript

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Sophie Payne
 
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Post » Sat May 28, 2011 7:55 am

Thanks a lot! Does anyone know of a way to stop it from keep running?
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Brandon Wilson
 
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Post » Fri May 27, 2011 9:27 pm

Thanks a lot! Does anyone know of a way to stop it from keep running?

In it's AI window, set the Fight, Flee and Alarm to zero. That should keep it "tame."
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 9:55 am

Oh no, sorry for not clarifying. I was referring to the script. Neildarkstar said that it would run every frame and I was wondering how one could make it so it runs only once =)
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Mrs Pooh
 
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Post » Sat May 28, 2011 5:11 am

When you rescaled the deer in NifSkope, did you apply the changes to both the .nif and the "x".nif ? While often one can just change the x.nif and changes will take place, I make sure to alter both :) . I have not looked at the deer model (LadyE's, AFAIK), but sometimes such changes in NifSkope are tricky (as the creature parts might rescale, but the animation bones do not. Else, making the same changes to both .nifs related to the creature will at the very least/most likely make the creature appear to be smaller :D .
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JUan Martinez
 
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Post » Fri May 27, 2011 10:06 pm

Oh no, sorry for not clarifying. I was referring to the script. Neildarkstar said that it would run every frame and I was wondering how one could make it so it runs only once =)

You can just use SetScale, but if I remember correctly that can not always set the scale correctly.
By checking GetScale and then using SetScale you guarantee that the scale will be as you want.
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rebecca moody
 
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Post » Fri May 27, 2011 10:54 pm

A simple way to resize a mesh: http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1043&Itemid=111 Tools/http://pmm.planetoblivion.de/Portal/index.php?option=com_content&task=view&id=293&Itemid=122

Or you can use a local script, SetScale is slow, but GetScale is very fast :)
begin scaleSmallScript; use for scales < 0.5if ( GetScale > 0.3 )   ; Construction set initial scale or scale reset on loading a savegame ( 0.5 <= GetScale <= 2.0 )    SetScale 0.3   ; so we resizeendifend


begin scaleBigScript; use for scales > 2if ( GetScale < 3 )   ; Construction Set initial scale or scale reset on loading a savegame ( 0.5 <= GetScale <= 2.0 )    SetScale 3   ; so we resizeendifend
[EDIT] comment added
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BaNK.RoLL
 
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Post » Sat May 28, 2011 3:43 am

Oh no, sorry for not clarifying. I was referring to the script. Neildarkstar said that it would run every frame and I was wondering how one could make it so it runs only once =)


What happens if it runs only once is that you leave the cell and all seems well, but when you come back the deer has ben restored to its large size. You can put in acounter, but you really don't gain anything that way.

As Abot says, getscale is fast, so as long as the scale equals your parameter setscale won't have to be working. I have a mod with a few things done this way, and it seems to work fine even though my computer is aging. Try it and see if you get an FPS hit or things visibly slow down, then maybe use a counter like:

Begin setscaleScript;*******************************************************;*Attach to whatever you would like to rescale********************************************************short counter  ;declare a variable for your counterIf ( Menumode == 1 )		ReturnendIfset counter to (counter + 1 ) ;set your counter to increment by oneIf ( counter >= 10 )     ;See below the code          set counter to 0       If ( GetScale != 0.30 )	setscale 0.30       endIfendIfEnd setscaleScript


You can see I added a variable (counter) and set the code to getscale when the counter reaches 10. That means that getscale will be chicked only every 10 frames. You can set that number much higher if you want, but if you set it too high, you may see the deer change sizes when you first enter the area where the deer is. I'm unsure of how that might work out it it's too big.

( edited to add an endif )
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Stefanny Cardona
 
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Post » Sat May 28, 2011 7:32 am

The problem is solved. Thanks, guuys. Westly, I did not even know that one would have to edit the "x" file to change the mesh scale. Thanks to this information and thanks to NIBLE (thanks, abot) I was able to change the mesh. Thank you for clarifying Pluto and neildarkstar. I thought that it would resize itself constantly but now I understand. It should never get to the SetScale command after it has executed once.

By the way, abot. I have spent a few hours in changing the creatures stats in Water Life to better suit my taste. I reduced the level of all level 3 fish to 1 and gave them much less fatigue (but this in conjunction with a global change for all creatures' fatigue in Morrowind, makes H2H more viable) and health. I also reduced their attack and increased their flee rating (would this mess with any of the scripts?). I did this because these fish are smaller than rates and have practically no teeth or claws with which to attack. Ever seen a fish of carp size attack a human? (Again, I don't know if your scripts alter AI). Some of them were even gold fish sized. I gave them health of 5 (gold fish) to 20 (salmon).

I also resized the sharks and whales to a real life scale with respect to each other. I also made the bigger creatures more powerful as a 100 foot whale should be very hard to kill. I gave the blue whale 3000 health and scaled down proportionally as the size of the whales and sharks decreased. What do you think of these changes? Would you be interested in incorporating them into your mod? I made these changes just for myself but I thought I'd just ask. Thanks.
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mishionary
 
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Post » Sat May 28, 2011 3:56 am

Well, I thought the problem was solved. The collision calculations are still for a super-sized deer. So you bump against the deer without even being near it. I tried wrapping and then scaling the nif as well but that did not help either. What to do? :/
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trisha punch
 
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Post » Sat May 28, 2011 11:39 am

By the way, abot. I have spent a few hours in changing the creatures stats in Water Life to better suit my taste. I reduced the level of all level 3 fish to 1 and gave them much less fatigue (but this in conjunction with a global change for all creatures' fatigue in Morrowind, makes H2H more viable) and health.
Well, a simple way to make water less risky is trying the "New style slaughterfish/dreugh?" and "Less aggressive predators?" menu options from water life configuration ring. The first one does not work for the slaughterfish (which is the major source of risk for low-lever player) if Piratelord's Creatures is loaded after Water Life because both mods change the Slaughterfish script and the loaded last wins, I play with slaughterfish deleted from Creatures.esp so I can change original game slaughterfish/dreugh aggressivity from waterlife in-game menu, another way would be transforming abotWaterLife from .esm to .esp with Mash so you can load it after Creatures.esp.
I also reduced their attack and increased their flee rating (would this mess with any of the scripts?).
Scripts randomize stats a little, anyway changes to attack and flee should be compatible
I also resized the sharks and whales to a real life scale with respect to each other. I also made the bigger creatures more powerful as a 100 foot whale should be very hard to kill. I gave the blue whale 3000 health and scaled down proportionally as the size of the whales and sharks decreased. What do you think of these changes? Would you be interested to incorporate them into your mod? I made these changes just for myself but I thought I'd just ask. Thanks.
Major problem with wales/orcas is the rotation center during attacks, and if you reduce their scale too much in the CS/via script they can't be hit/can't hit. I think a real solution would need mesh editing (moving the rotation center near the head? changing the collision/bounding box size (1)? I don't know, there was no NIFskope at the time and I did not want to change the original Cait's work). Send me your changes, I will take a look.

Well, I thought the problem was solved. The collision calculation are still for a super-sized deer. So you bump against the deer without even being near it. I tried wrapping and then scaling the nif as well but that did not help either. What to do? :/
Probably related to (1), I am not sure it has something to do with collision, but maybe resizing the Bounding Box also (NIFskope, select Bounding Box node, right click, Bounds/Edit) could help? My NIFskope experience with non-static meshes is very poor.

[EDIT]typos/other question
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Jarrett Willis
 
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Post » Sat May 28, 2011 8:42 am

He, thanks a lot, abot. I manually sized and positioned the box on the three axes and that fixed it. Thanks again.

P.S.: I sent you the file to your abitoftaste gmail address.
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Chrissie Pillinger
 
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