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alexanderb
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[WIP] Yagrum! Skywind's Most important Creature Experiment

I have not posted any new threads in a while, so basically many people don't know about how much progress me and Ravanna made with creatures, we are now to the point where he makes the models and i grab them and set them up.

 

Basically, here is what we can do with our studies

  1. we are able to edit the behavior file of creatures to the point where they are almost custom
  2. we are now able to add new anims without replacing any old skyrim ones
  • we can now affect the "states" of the game (example: underwater combat, cliffracers flying and attacking you in air)
  1. we can change conditions of animations, how creatures are treated within game, how they will interact with others
  2. we can change certain numbers on a skeleton in nifskope in order to get different looking creatures in game

Now today I learned something new, and it will help us out tremendously. 

I learned how we can make new skeletons, with proper constraints and ragdoll.

here is a Example of a new skeleton that is being currently made by me. it includes constraints, and ragdoll information. This is the skeleton file of Yagrum! If this skeleton works after i try to create a skeleton.hkx for the game to read and set up him behavior then we will officially be able to say that we have completely custom skeletons for skywind. 

 

As for a model i am  selecting Ravanna to be in charge of making it seeing as other modelers who don't speak English can't seem to model around a skeleton. 

Edited by: grumpycat on 03/15/2014 - 01:47
alexanderb
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this is his ragdoll and

this is his ragdoll and constraint so far! woot almost done

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alexanderb
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u know what else this model

u know what else this model is good for. SPIDERDAEDRA

alexanderb
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GUYS AMAZING NEWS! IT

GUYS AMAZING NEWS! IT WORKS!

 

i replaced the skeleton.hkx and skeleton.nif of the dwemer spider with mine, and it worked! REJOICE! HURRAH HURRAH

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We kneel before our Lord.

We kneel before our Lord. What do you command of us mere minions?

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alexanderb
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this skeleton is good for

this skeleton is good for land dreugh too!

Ravanna
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MY JIMMIES ARE RUSTLED

MY JIMMIES ARE RUSTLED

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Custom skelly?!?! Omg!

Custom skelly?!?! Omg!

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alexanderb wrote:this
alexanderb wrote:

this skeleton is good for land dreugh too!

Hah please let that happen, dreugh for the win!
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Congratulations for the new

Congratulations for the new skeleton. I see a lot of good things coming out of it :)

Sjors Boomschors
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Does this mean you could

Does this mean you could recreate Morrowind & Oblivion skeletons plus animations.

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he showed me a system on

he showed me a system on skype that would allow for land dreugh and spider daedra.
Skyblivion will have its creatures ;)

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great news alex! hope you

great news alex! hope you guys succeed on your work

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awesome! can't wait to see

awesome! can't wait to see the possibility with this.

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finally ! I thought this

finally ! I thought this would be a lost cause since on beth forums everyone seemed pessimistic about this feat. Btw this leaves a door open for spear animations?

alexanderb
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hangman04 wrote: finally ! I

hangman04 wrote:

finally ! I thought this would be a lost cause since on beth forums everyone seemed pessimistic about this feat. Btw this leaves a door open for spear animations?

 

tell them what i was able to do! and tell them to bring it! umm not quite sure about spear anims, i dont know how game handles weapon anims with players, i have unarmed anims down but weapons should be somewhat similar i imagine. let me look into it tho! and since creatures are at a halt now i can look into things like that.

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Could this lead to functional

Could this lead to functional throwing weapons?

alexanderb
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yes, i can set u throwing

yes, i can set u throwing weapons to be like bows, but the bow nif will be invisible and the throwing star will be arrow, then we just add new anims were u reach into a star pouch and  there u go. but i still have to figure out all of the weapons stuff first.

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I believe the rieklings in

I believe the rieklings in the dragonborn dlc are able to throw spears as well as melee attack with them, don't know if it is easy to transfer their animations to the player character but it could be a start

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you cant transfer anims, if

you cant transfer anims, if the bones are different lengths then no, plug their composition is different from human skeleton.

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What are the plans with

What are the plans with regard to lip syncing?

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we have no idea. we might

we have no idea. we might create some new bones for lip sync.

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wasnt there talk of putting

wasnt there talk of putting some sort of mask on him? like a dwemer respirator of sorts

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Are you going to go back and

Are you going to go back and redo some of the creatures that were made to fit a certain skeleton so that it can be made to resemble Morrowind's creatures more?

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stijmunkey wrote:alexanderb

stijmunkey wrote:

alexanderb wrote:

this skeleton is good for land dreugh too!

Hah please let that happen, dreugh for the win!

As long as there's a unique one named Andrew the Land Dreugh

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Guys. Guys. You're missing

Guys. Guys. You're missing the most important possibility with this experiment: properly-animated ridable Mudcrabs.

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stijmunkey wrote: wasnt there

stijmunkey wrote:

wasnt there talk of putting some sort of mask on him? like a dwemer respirator of sorts

t

that would be a waste if u give hime a mask  but it would b nice to haer hime having hard time breathing is hey voice acted ore anything yet?(afcourse not because hey isnt ingame yet duh)

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Bane Yagrum! You have my

Bane Yagrum! You have my permission to die!

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So you have finally come up

So you have finally come up with a way of putting new creatures in Skyrim? Like, legitimately? or am I understanding this wrong? because, if you have, I would love to see a video, or at least have an ETA on a video with this holy grail of Skyrim modding.

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New creatures were never the

New creatures were never the problem. New skeleton/animation files were....

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So how is progress coming

So how is progress coming along? I would love some insight of how you achieved to handle the behavior files in combination with custom rigs.

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sorry for flood but I should

sorry for flood but I MUST post this here https://www.youtube.com/watch?v=Lxmbfvycbv0