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Corprus Creatures Ready for Testing

Submitted by Hashmi1 on
Corprus Stalker http://www.mediafire.com/?9f2q97a8bwbiu19 Try it and report any bugs. An if it works please post an in-game screenshot.
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Last edited by Hashmi1 on 22 Jul 2010 - 05:19.

Lame Corprus is ready as well. http://www.mediafire.com/?ws12hgy5dbpyp9d [External image]
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just a suggestion, but isnt it better to use the oblivion versions of these creatures? they look so much better btw i have made different versions of nixhounds and kagoutis(blighted, and diseased) to the levelled lists like in morrowind Would be cool if the alit, winged twilight and bonelord would come next :D
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We don't have these creatures in oblivion?!!! There is nothing like the lame corpus ... Maybe the zombie comes close to the Corpus Stalker ... but its missing arm and cut stomach makes it more undead than diseased.
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This took a good 4-5 hours to make ... and I would really appreciate if someone can make time to test it out. I am not converting any more creatures untill then.
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ill get to it in the morning
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tested the corprus stalker and all animations looks ok, but the stalker looks like its moonwalking/sliding instead of walking, both sideways and forward, and it dont follow pathgrids very well, i was trying to get it to walk over a bridge, but he walked right off the bridge. there is one part of the stalker that is not animated yet: [External image] looks like its the ripped up part of the pants.
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and one more thing, the stalker is only attacking with its left hand, shouldnt there be 3 different attack animations? tested the lame corprus aswell, animations work ok, but same problem as with the stalker, its orientation is wrong, when its walking forward its sliding left instead. kinda hard to explain, wish i could make a video
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"kinda hard to explain, wish i could make a video" Actually I know exactly what you mean. This was happening with me in nifscope ... so I modified the bone rotations to make it walk straight in nifscope ... however that seems to have messed its walking in game. Try this new version of the lame corpus and tell me if its any different: http://www.mediafire.com/?9ulct3t83rbom5w ( make sure you try it in-game as well as in the CS )
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sorry, but the lame corprus walking is even more worse now, its moving one step forward, and two steps back, cant seem to catch me.
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In the new version ... is it at least now walking front instead of sideways. (ignore the step back)
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yes its walking front but its sliding in circles
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Also in the two versions ... is there any problem with the position of the creature .... i.e. is it standing at an angle\tilted or something?
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no, its not tilted or angled, but maybe its off center?
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OK try this version ... I am only uploading the skeleton.nif ... copy\paste it over your original skeleton.nif http://www.mediafire.com/?7ra39cj7nh1d0a4 If it now walks backward instead of forward then download and try this one: (also only skeleton.nif) http://www.mediafire.com/?ndyk15k0e46lycc
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the first file makes the lame corprus walk forward towards me but its also dragged/sliding to its left.
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the second file makes the corprus walk backwards in circles, looks like a really drunken person lol
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Ok, here is a new walk animation, copy\paste it over the previous one. Remember to use the correct skeleton (the one which makes it move forward instead of backward). See if its now stopped sliding left. EDIT: Here is the complete set ... just to avoid confusion. http://www.mediafire.com/?zd14qtoos63ev1h
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no change, still the same behaviour :(
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Alright now, this could take some trial and error , but it is important because this situation will apply to many of the remaining creatures. If we can find a fix for it here we will hopefully not have to deal it with again. Try this one: http://www.mediafire.com/?bu010itpp2gt40g
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no change, still the same.
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Ok, in the latest version ... when you go in-game and face it ... when it is running\walking towards you (to attack) ... is it "facing" towards you or at an angle. My guess is that the body is not aligned with the movement. So it is moving where it 'should' but the body is at an angle so it looks like it is sliding left.
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it is facing and walking towards me, but it is sliding to the left, in a circular movement
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One more clarification. Is it only sliding to the left or is it both moving forward and sliding to the left.
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it is both sliding to the left and moving forward
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I am out of ideas ... I will think on it for a few days and then get back to you.
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can you continue on the kagouti and alit in the meantime? ;)
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I am afraid that the kagouti has a very similar problem. There is a bone in the skeleton called Bip 01 which controls motion ... when this bone moves along the Y-axis the creature moves forward. Unfortunately in Morrowind this bone also moves a little along the X-axis in some creature animations (like the kagouti's idle or the Corpus's walk) ... in oblivion however it causes the creature to shake or slide from left to right (x-axis). I have tried to remove these X-axis translations in 3ds max ... and it seems to have worked in Nifscope ... don't know if it works in the game: http://www.mediafire.com/?2o7jaivq35ve635
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tested and didnt see any difference. One thing i should have said earlier, is that in idle the creature is sliding/gets pulled towards me when it should be standing still.
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Couldn't get that one thing working I PM'd ya about.. :( So I decided to work on some of these creatures using your tut, I have a few questions. I followed the tut, and I don't see the textures like you said. "Open body.nif in nifscope and you should be able to see the Alit, complete with textures." So I'm not sure what went wrong at that point. (I placed them at Data\Meshes\Creature, Data\Textures\Creature, and I named them correctly during export(to point towards those paths(Textures\Creature)), etc, I checked, and the relative paths were correct in Nifskope on the exported body.nif, but they still weren't showing up.. Though I had .dds, and it said .tga\.bmp, etc,.) To fix this, I just used Nifskope to point it towards the files, but the paths aren't relative now, they are going to be hardcoded I think. Next, do I need to anything special with the .kf files, I noticed you have a lot more of them, for instance your dreugh download, I just used the single .kf file from MW.. I'm getting crashes in game, and in the CS when trying to preview the creature, the only thing I can guess, is that it's the animations, I did everything else as suggested. Anyways, get me sorted, and I'll work on these too, I have other projects going, but I can at least do a few here and there to help you out. I posted here, because I'm working on this creature, btw, corprus stalker. ---- Tried your Corprus Stalker, crashes too, in-game, and in the editor,.. ? My games generally stable, has a small mod list, I do run OBSE.. I'll keep messing with it..
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If the textures are not showing in ni9fscope then there are two possibilities: 1) Your Nifscope settings are not proper. Nifscope can only render textures if it can find your texture folder. Make sure you add the full path to your data folder in nifscope's settings. Render->Settings [External image] 2) You did'nt properly follow the first part of the tutorial on preparing textures. Expecially I see that you say: Though I had .dds, and it said .tga\.bmp, etc,.) This could mean that you did not properly follow the part where you need to open duskyalit.nif with niftexture and rename the textures to remove the underscores ( _ ) and rename .tga to .dds and then save (page 5). Anyways it isn't a problem ... you can rename this stuff in nifscope later as well. Just make sure the texture paths are like "Textures\Creatures\Alit" and not like "C:\Oblivion\Data\..." Also rename .bmp\.tga to .dds since Oblivion can only handle .dds; and remove underscores. Also make sure that underscores are deleted from the actual texture files (.dds) that you have. If you still have problems you need to upload body.nif for me to see it. And you are NOT supposed to use the .kf file from morrowind ... I told you my tutorial does'nt cover animations (.kf files ) yet. Morrowind's kf's are unreadable by Oblivion. For now copy the .kf files from my Alit upload to test if your skeleton and body works. And by the way, which version of 3dsmax do you have? My animation method works for 3dsmax 6,7,8 ... for the rest you need to use the dope sheet ... and I dont know how :p
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Alright, thanks.. :) I did follow the part you mentioned, about Niftexture.. It's probably the render settings, as I haven't set those.. I'll get back to you with the results.
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Also I would like to point out that to add the creature to CS you need to select skeleton.nif as the main file and body.nif in the model's tab. The screen above by eloth will act as a good guide.
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Okay, I got it in-game, and working in the CS. :) I think it was my render settings, and hardcoding the paths last time. I noticed some extra geometry was visible on the Corprus Stalker in-game\CS, so I'll have to look into that.. So, whenever you can put up some info on making the animations, I'll see what I can do about helping you get this done. (I'll experiment in the meantime, see if I can't figure out why he's running weird in-game.) After I get setup, we'll just have to talk about who should work on what, so we don't end up working on the same stuff. Btw, is there someone compiling these, and making a mod out of them yet, I've seen them just lying around, so I'm not sure if they are being used in any mods, or not. ?
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Maybe you should do the bloodmoon\tribunal creatures. No need for the ones already in oblivion (like wolves, bears or goblins) ... but the rest will be needed ... like grahls, Draugr, bone wolves, Horker and Sotha Sil's robots etc. (note: some of the creatures are added by oblivion mods ... like Durgoz and Karstagg the ice giant) I will finish up on the animations tutorial and release it on the forum.
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Alright, sounds good to me. :) I'll keep an eye out for that tut. --- Edit: I figured it out on my own. :) I'm working on solving this sideways animation problem. If I'm right about the problem, it's the Bip01, Bip01 Accum nodes, something is wrong on them, they control mesh facing, and movement. I'm also working on fixing ragdolls, and corpse looting, etc,. I'll let you know if I figure it all out. (Anything you've learned could help, so I'm still looking forward to your tut.)
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@theshadow: How is the progress? :) About the sideways animation problem, i have been comparing the bethesda .kf anim files and my own(after using hashmi's tut), and found no differences, the anims play fine in nifskope and CS, but not ingame :(
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