What's needed to create animate a new creature in GECK?

Post » Mon Apr 28, 2014 3:49 pm

I've been using CK, Nifscope, 3DS Max and modding Skyrim. Sometime back I embarked upon creating a completely custom skeleton.nif, skin mesh, Havok rigid body, Havok animations, etc.

I was defeated by the 3 animation text files that are required in order to get a new creature properly animated. The creature was actually a Dalek and I figure it would fit better into a FO universe than TES.

So I'm asking what is involved in the process of animation for FONV, what files etc. are required? I assume I still need a skeleton.nif and a skin mesh binding for starters.

I've played FO3 on PC a lot but since I've been playing FONV and noticed it's a bit light on places to explore I thought I would embark on adding these little beasties in a new vault as one of their vault experiments, maybe even have them as random wilderness encounters.

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