[Open WIPz] Skeletal Variation

Post » Sat May 14, 2011 12:33 am

And that's it. Have fun changing your own skeletons to match if you like (or making other people's skeleton compatible). :)
Great, ta. I'll probably relz two different SkeletonScaleds then.

Ryuujin_0: Great, my instructions are intelligible :).

I'll try and get this out the door in a few days, I'm just trying to make some animations that'll change an actor's apparent weight. I've already got comprehensive 'amputation' animations, anyone got any other ideas?
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri May 13, 2011 8:35 pm

Ok, finished playing with the Realistic Physics & Force skeletons. :) For everyone who wants to make an own version, here's a quick explanatiion of what this mod does to meshes\characters\_male\skeletonbeast.nif:

-snip-

And that's it. Have fun changing your own skeletons to match if you like (or making other people's skeleton compatible). :)


Thank you so much, that's just hat I needed to try and get BackDragon's Havoc Skelletons to behave like the RPF ones.:D

Or, well, maybe that's an idea.
Combine toaster's skelleton with both RFPS HS into a super skeleton. :dance:
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Sat May 14, 2011 12:00 am

Ok... I was thinking... we all know how much of an improvement it was gameplayworth the xiliavi to be NPC thanks to Slof and friends... now you can talk to them, they are more clever and can be low level processed. So I was wondering if you could fetch a fast replace of the goblins ingame with NPCs with your skeleton, so we could have talking, low level precessed goblins. That tribes they have plus this could lead to a FUN goblin wars plugin, mimicing the wars they can do by moving their staffs, but while the player is not around, so they are a more living and cool part of the world.
I know this is off-topic, but stil...
And on topic, having fat npcs around would be nice, most rich people tended to be fat, we could now set a really VISUAL difference of the lyfestyle of the NPCs :D
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Sat May 14, 2011 4:03 am

Ok... I was thinking... we all know how much of an improvement it was gameplayworth the xiliavi to be NPC thanks to Slof and friends... now you can talk to them, they are more clever and can be low level processed. So I was wondering if you could fetch a fast replace of the goblins ingame with NPCs with your skeleton, so we could have talking, low level precessed goblins. That tribes they have plus this could lead to a FUN goblin wars plugin, mimicing the wars they can do by moving their staffs, but while the player is not around, so they are a more living and cool part of the world.
I know this is off-topic, but stil...
And on topic, having fat npcs around would be nice, most rich people tended to be fat, we could now set a really VISUAL difference of the lyfestyle of the NPCs :D

http://www.youtube.com/watch?v=coCe0nCahTA http://www.youtube.com/watch?v=XOPz0QPJAfo. These use versions of the goblin skeleton modified to work with NPCs and players. The first one (NPC goblins) is waiting on the latter (playable goblins) which is currently waiting on OBSE functionality. Replacing *all* goblins from step 1 isn't totally necessary, I've made a script that lets you convert them as and when you need them so they're compatible with Companion Share, that's all you need to do on-the-fly as no existing goblins need to do NPC-y things, and new ones/changes to them can remake them as NPCs.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Fri May 13, 2011 5:36 pm

It simply cannot be imagined how much thieves need skeletal differentiation - fat people have to be rich, and rich people generally carry money. Pickpocket's wonderland. Downside, how do we script that a fat guy's pants are too tight? :lol:
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri May 13, 2011 7:14 pm

http://www.youtube.com/watch?v=coCe0nCahTA http://www.youtube.com/watch?v=XOPz0QPJAfo. These use versions of the goblin skeleton modified to work with NPCs and players. The first one (NPC goblins) is waiting on the latter (playable goblins) which is currently waiting on OBSE functionality. Replacing *all* goblins from step 1 isn't totally necessary, I've made a script that lets you convert them as and when you need them so they're compatible with Companion Share, that's all you need to do on-the-fly as no existing goblins need to do NPC-y things, and new ones/changes to them can remake them as NPCs.

I love you? :D
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Fri May 13, 2011 5:50 pm

good work TT, this will help me on some races I'm working on. I do have a question on death though. I thought I saw a skeleton revert to normal size in the video of one of the cats. Will this still be an issue for scaled bones and what happens to them on death?
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Fri May 13, 2011 11:26 pm

good work TT, this will help me on some races I'm working on. I do have a question on death though. I thought I saw a skeleton revert to normal size in the video of one of the cats. Will this still be an issue for scaled bones and what happens to them on death?


My fat guard in Anvil stayed fat after his death, as you can see on my pictures. No idea if something can trigger a revert.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri May 13, 2011 8:40 pm

Great work on the zombies, I was just looking for this sort of stuff for advanced/real necromancy. I've already made flexible zombie body part misc items so this should work really well. Deadly Reflex for zombies perhaps?
Edit: Now that I think about I could get the zombies to eat dead things. With their parts dissapearing in the process.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri May 13, 2011 7:35 pm

A question : How will modified skeletons work on vanilla animations (the other way round, I mean), or more specifically, those made using the vanilla skeleton ?
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri May 13, 2011 9:42 pm

The whole point of the project is that these new bones are unaffected by vanilla animations, so they'll all work fine. You can see in the videos in the OP.

However, the project's slightly held up as somehow adding new nodes in the chain up to the head skews head look by massively exaggerating all the movements.
http://niftools.sourceforge.net/forum/viewtopic.php?f=16&t=2578&p=18719#p18719, http://www.gamesas.com/bgsforums/index.php?showtopic=1072314
Headlook isn't done by kf animations like everything else, it's done by some other undocumented method I don't know how to work with or around. If anyone has experience dealing with skeletons could they give a look in on either of the threads?
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Fri May 13, 2011 8:15 pm

I just wanted to say that I think this is really impressive and I'm hoping modders make full use of it :)
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Fri May 13, 2011 4:50 pm

gonna give this a try. Should be fun!
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Fri May 13, 2011 9:21 pm

It'd be funny to have add that guy from GTA 3 who lost his arm in Vice City that said he was in Vietnam in Oblivion. Someone has to know who I'm talking about. The guy that huffed paint or whatever in Vice City. Haha. This is such a great idea.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Fri May 13, 2011 6:36 pm

It'd be funny to have add that guy from GTA 3 who lost his arm in Vice City that said he was in Vietnam in Oblivion. Someone has to know who I'm talking about. The guy that huffed paint or whatever in Vice City. Haha. This is such a great idea.


Haha, the dude with the tank/rocket launchers, I think? He was awesome.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Fri May 13, 2011 6:34 pm

Great Mod TT, i was wondering how you did the Dismemberment-on-the-fly thing, because i tried to do it but it didnt work, could you possibly upload the esp you used in the video so we can try to do arm slicing things with it.

Thanks, MEB
MERP Dev
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Fri May 13, 2011 10:47 pm

Oh man, you are expert in the skeletons! Please please please answer! (Sorry for bad english)
Is there a way to make that weapons did not change in scale by equipped scale NPC with relativity to the former size?

example: a HUGE npc equipped silver sword and this sword in his hands is so small as before.

Rite necromancy post :/
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Previous

Return to IV - Oblivion