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Animated Silt Strider Fix

Submitted by Hashmi1 on
Done to fix the issues described in the help thread:
David Budreck * Animated Silt Striders. Eloth has converted an Animated Silt Strider, but as a creature, not an Activator. He made a mod that replaces the existing activators with creatures and I have tinkered with it a little to determine what would need to be done to make them workable. Pathgrids and Landscaping needs to be adjusted slightly near each of them so they fit and stand where they are supposed to. Ideally, each should be made persistant, given a fixed reference point, and then moved back via script whenever they stray too far from the reference point.
This is a fixed version of the Silt Strider mesh with the animations and frontal limbs restored. Its different from Eloth's version in that this one is an 'animated activator' like in morrowind, and not a creature. Just copy the files into your Oblivion directory and replace the old mesh with the new one. No CS work needed. Download Here.
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Last edited by Hashmi1 on 28 Jan 2011 - 00:02.

I know that this is something that has been desired by a lot of people for a long time!
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@hasmi: how did you do this? i wonder what i did wrong when i tried it. can you also convert azura? she is also an activator, with several segmented anims, triggered by script.
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Here is what I did: - Renamed Root Bone to Scene Root before importing the mesh into 3dsmax. - Using Civ4 anim manager, assigned the new Scene Root bone {old root bone} as the root node and set the anim sequence name as idle. - Exported it with Nif w/manager settings. - In nifscope ... now there were two Scene Root bones ... one of which was my renamed root bone ... and the second one was the parent that gets added by the exporter. - I removed the first scene root bone, and next I updated the Extra Data array and assigned the BSX to the new (second) Scene Root. - Finally Copied the collision shape from the old file the ESP converter made. And it was good to go ;) I don't know about Azura ... I think she has visibility controllers and I failed with that when I tried the Dwarven Spectre.
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thanks for the info! :) i believe azura only has a half transparent texture :)
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Thank you Hashmi! These work and look Great in-game!
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@eloth: I didn't take a complete look at azura. Though what I faintly remember from morrowind is that she fades in, moves her arms around, then plays a video sequence, then moves her arms around a bit more and then fades out. If the fading in-out is to be done by animations, someone will need to figure out how to use the Nifvisibility controllers {they get assigned by the Blinn Shader, material opacity, in max when exported with Civ4 ... though they crash the game}.
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