This is an untested attempt to fix animation and other issues with the cliffracer.
To test please make a backup of the folder data\meshes\creatures\cliffracer and then delete it. Next copy the new files from here:
Cliffracer v0.00
http://www.mediafire.com/?j2dd3l40unmuibv
Currently Cliffracers lack havok (will be added once animation issues are dealt with) ... this means that they will not die properly (will remain idle when killed).
If they work, the Cliffracers should fly at a fairly high altitude when unaware of any enemies and should slowly descend to a lower level when they detetct an enemy. When in combat they should fight and move at this lower altitude untill killed or untill they kill the opposition. If they win they should then slowly rise up to the higher altitude again.
I am also interested in knowing if there are any other animation issues still present with the cliffracers or if their altitude needs to be tweaked etc.
Note: Their Speed in the CS might need to be adjusted ... try copying the speed value of Oblivion Will-o-Wisps.

vivec wrote:
As far as I can remember, Cliffracers attacked you like any other creature ... they kept on wandering untill they detected you and on detection they immediately flew to attack you ... are you sure it wasn't a mod youre describing.
Done!
Video is here (webm, 30mb, 2 mins 36).
Things I noticed:
Excellent stuff, I had fun with this one!
I also took the opportunity to demo the test levitation spell ;)
Let me know if there's anything specific you need. Thanks for the continuing good work!
Thanks a lot for testing this :)
Alright here is version 0.01, this one has the animation priorities fixed so the altitude change animations should work better now (hopefully).
I've also expanded the collision box a little to fascilitae ranged combat in low altitude mode; though it still won't fascilitate combat in High Altitude mode.\ ... for High Altitude mode try this skeleton (place this file in meshes\creatures\cliffracer and overite the old skeleton). I made this a seperate download because Iam unsure if a skeleton with such big bounds will work.
Finally, this version still lacks Havok so the dead racers will not fall down and you will be able to walk through them and not be able to loot their corpses either (but Havok will hopefully come in version 0.02 if we can get the other issues resolved).
Cliffracer v0.01
http://www.mediafire.com/?lla53743o3bvc97
Alternate Skeleton.nif for High Altitude Collision Detection (for projectile combat)
http://www.mediafire.com/?ywj1heaidk5uyq3
How DO you do that so quickly? :D
Lol, not that I'm complaining mind, just wish I knew a tenth about editing nif files as you do... it's quite something!
Here we go:
Definitely positive progress I'd say!
Alright this skeleton.nif has the Ragdoll added ... its just my second Custom made Ragdoll, and I've experimented with some new stuff ... so expect problems.
http://www.mediafire.com/?krtcuna69am5m5e
The usual checks for Ragdoll\Havok include:
- Whether the creature works at all (errors in Havok can cause CTD on load)
- Whether the Creature dies realistically (falls down).
- Whether or not there is any unusual and ugly stretching on the dead creature.
- Whether or not you can return to the body of a dead creature after changing cells or reloading a savegame (without triggering a CTD).
- If you succeed in the above ... whether or not the creature is standing up like a dummy when you return (instead of remining in its old dead position).
Quote:
Its a tradeoff you need to compromise with. A creature an have only one collision Box that must extend from the ground to the heighest point the creature can go vertically (It can't start above ground level or gravity will pull it down). Further this collision box can not be modified via animations.
So we can either have no collision at high altitude ... or we can have collision at high altitude that always extends from the ground up till the highest reachable height for the creature.
Little late, but here's the latest test video... Had to make it quick this morning before work so it was a bit rushed... this one's about 3 mins 49 secs and weighs in at 46MB.
Our survey says...
- Whether the creature works at all (errors in Havok can cause CTD on load)
Oh yeah! No CTDs here.
- Whether the Creature dies realistically (falls down).
Yes, it looks great... die Cliff Racer DIE!
- Whether or not there is any unusual and ugly stretching on the dead creature.
Not that I noticed...
- Whether or not you can return to the body of a dead creature after changing cells or reloading a savegame (without triggering a CTD).
Yep, tried both (the quicksave reload is right at the end of the video)
- If you succeed in the above ... whether or not the creature is standing up like a dummy when you return (instead of remining in its old dead position).
Remains in the fully dead position... hasn't moved a bit ;)
Also, thank you for explaining the bit about the tradeoff with the collision box, that now makes perfect sense! ;) Honestly, I don't mind too much about how you decide to implement that... I can see it working either way. Either the Cliff Racers can just dodge out of the way at high altitudes (logical as they have plenty of time to see a fireball coming their way), or go for the vertical collision box (cos let's face it, we'll all aim for the beastie itself anyway).
This latest version looks really good, thank you for all the hard work!
When cliffracer dies, I've got massive lags... From 30-50 fps to 0-1. Typing "TCL" completely removes them. Seems to be collision problem. Or I'm wrong?
I've got exactly the same problem, I can barely walk through Ald-Ruhn anymore. As with yours, tcl fixes it completely. Is there anyway to delete just cliff racers from the game, or console delete corpses (not just kill)?