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Nix Hound Final Release

Submitted by Hashmi1 on
Nix Hound Final Download Link: Low-Poly http://www.mediafire.com/?h84tvbnjb4wq9mw Hi-Poly http://www.mediafire.com/?q91vtir2b7ux9et Mirrors: http://www.mediafire.com/?ammrs3mgpkxl06i http://www.4shared.com/file/WOX_TLxw/Nixhound_final.html -note that corpse is not lootable, everything else seems to be working fine for now. Credits: - Bethesda Softworks created the model and the animations. - Darknut made the Hi-res textures. - John 117, Didact1 and Eloth did the in-game testing. - 3dsmax 8 , Civ 4 tools, Nif Export scripts and Nifscope were used in the conversion of the model. - Gimp, Gimp Normal Map Plugin and DDS converter 2.0 were used in making the normal map. [External image]
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Last edited by Hashmi1 on 12 Aug 2010 - 01:05.

Oh, and also make sure that the animations are still working ... especially with version 2.
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all animations are working, and collision is working, but te creature is stuck
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^ which version, 1 or 2
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version 2
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Have you tried version 1? What happens in version 1?
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version 1: all anims is working creature is not stuck but collision is too small
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Alright then, version 3 is up. http://www.mediafire.com/?34vwtgehc2fwvrh Blender might be messing up the skeleton, so version 3 has been done by nifscope and 3ds max. Also version 3 has the collision box re-positioned further up ... so its feet can touch the ground.
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Good work! Now collision is working also :-) Only thing thats not working now is when the nixhound is dead you cant drag the body or click on it to take its meat. And the creature is sometimes flickering when you fight it
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I believe that the meat has to be made and added in the construction set. I dont really remember but I think its something like place item on death or something. Try adding some food stuff to its inventory. Dragging the body needs Havok Physics ... Its quite some work to add it so I don't really intend to do it. The flickering however needs attention ... can you pinpoint exactly on which point that happens ... is its claw raised or lowered?
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i have placed nixhound meat in its inventory, but when its dead, it seems the creature isnt acting like a container. when im standing next to the killed nixhound, i can walk into it, and no name comes up, and i cant bring up its inventory. the flickering occurs in the transition between when attack animations, the whole animal is flickering very briefly
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Does the flickering occur between the left attack and the right attack ... or when attacking start as a whole?
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Regarding the death-container thing ... I think it might have to do with Havok ... guess I will have to make it after all :(
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I also now noticed that the nixhound randomly disappear/get invisible
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mine flickers.... lol
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Apparently the flickering was being caused in the walk animation ... at the end of the walk animation the skeleton relocates for a brief moment ... which would appear as flickering and disappearing. Version 4 has it fixed. Try it and tell me :) http://www.mediafire.com/?3yf2rik8vtzm864
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^ After trying out version 4 also check out this one: Nix Hound Loot-able Corpse http://www.mediafire.com/?nx5vhps7q2w3efd This might make the corpse lootable ...
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lootable version: creature is stuck disappearing randomly when killed this is happening with the lootable nixhound version: [External image] i can loot it if i go to its front legs hehe
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What about version 4 ... is flickering fixed in that?
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no, both versions look the same
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Thats not possible ... are you sure that you dont have them mixed up. Version 4 is basically the same as the older working version ... I changed nothing but the walkanimation. Try deleting the original nixhound folder and then try version 4: http://www.mediafire.com/?3yf2rik8vtzm864
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ok i tried it again, and the strangest thing is happening. when in combat, and im just standing there taking a pounding, the creature suddenly flies hundreds of meters, and crash landing dead on the ground? wtf?
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It seems that you are still somehow using the havok version ... delete the folder and try something older ... How's about version 3, the last thing that worked: http://www.mediafire.com/?34vwtgehc2fwvrh (make sure that you make a fresh plugin ... maybe even try an older save game)
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thats odd, though i doubt it has anything to do with the mod :)
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@eloth: Maybe you have reflect damage which caused it die. Or maybe the death aniamtion screwed. Anyways Havok seems to be causing weird problems so I think I should keep lootable corpses out of the road map. We can probably have scripts to spawn Nix Hound Meat on the place it dies (indicating that a piece of meat got chopped off in your final blow or something). Anyways here is version 5: http://www.mediafire.com/?nrbvca8rf4uzt8w Its not lootable ... Mainly there is an intended fix for flickering carried forward from previous versions and a new normal map to fix the shine. See if it works ... if it works it is the final version for now ... I need to work on more creatures :p
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ok, tested version 5: the flickering is present in this version also.
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Hmmm ... can you be a bit more precise about the flickering. Precisely when does it happen? What is the nix hound doing when it happens? Does it happen in idle animation or walking or attacking?
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it is happening in the attack animation, left claw up
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I had a look at the left attack aniamtion ... the only problem that I found with it was that the end of Left-Attack did not quite match the start of Right-Attack. I guess that it might have caused a little flicker in the transition ... I have fixed that though I am not sure if that it was a problem causer. http://www.mediafire.com/?8j6g6kcilh913iv Anyways pray that it works ...
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Now the flickering is gone, good work :-) too bad its too difficult making the death container thing :-( Would it be difficult to get the cliffracer converted now?
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I tried the cliffracer today but there was a problem ... its parent bone is not Bip 01 and that causes problems. I will try it again later ... but for now the Alit and Kagouti are comming up.
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Oh a final good looking screenshot will be nice :)
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one last thing, can you speed up the attack animation slightly? so that its matches original morrowind attack? here is the screenshot [External image]
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Alright, this one has the attack back at morrowind speed. http://www.mediafire.com/?ammrs3mgpkxl06i I hope it is not too fast. Tell me if it is alright ... I will make it the default version in the first post.
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wow, now its perfect ;-)
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:)
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Hashmi for compilation sakes we better release all creatures as a single final pack...i dunnmo if this final version mod is already added to the morro lvled lists like the kwama forager(which i have yet to install and try) but we definetly should release them as a pack
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It has not been added to the levelled lists ... thats not my work :p Anyways ... I will release a combined pack as well ... but I can only work on single creatures at a time ... having each fully tested and functional before moving on to more. I will upload each creature as it is done for the community to test ... when they are all done I will re-pack them into a single "creatures pack".
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agree with hasmi, we continue like we started :-) im working on levelled lists(items, creatures, etc) btw
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excellent news eloth :D bte hashmi you're in on the info more than me lately so i must ask ya how far is the armors recreated coming along?
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Here is a Hi-Poly version of the Nix Hound. http://www.mediafire.com/?q91vtir2b7ux9et Comparison: [External image]
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@daemonnn: Sot is still working on it and I believe John 117 is also working on it.
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I was traing to load the creature into the CS but it crashes when i load nixhound.nif. I tried with a low-poly vresion but it is still the same effect. I have a quite good computer so i dont think that is the problem. If anyone could tell me their way how they imported the the file into the CS i would be thankfull. The cracker2
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i like all of your creature mods
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I really like the Nix-Hounds that have been put into the mod MorrowOblivion_Creatures.esp at: http://www.mediafire.com/file/9nswg73dlgv360k/MorrowOblivion_Creatures%201_1.7z There is one issue I was wondering about though. After fighting and killing them, they fall to the ground. But if you reload a game or come back to the area, you find them dead, but standing up in a still and unmoving idle sort of position. They have no collision and you can walk right through them, just as you can by design when they are laying on the ground dead. To alter this, is there some setting I can change or alteration I can make to the kf file list or names of the files?
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Havok basically handles the creature's collision etc. after death. The problem is apparently caused because I was too lazy to make Havok for the creatures, when I had the time. I knew that it became collisionless after death, but I thought it was a minor problem. I didn't know that it resurrects to idle position when you reload the game (someone should have told me?!!) Sadly, you need to edit the skeleton.nif in blender or 3dsmax to make havok and its not simply a matter of filenames :( Other than that you can try to copy havok from some original creatures using nifscope. I'll ask on the official forums if there is a simpler way.
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Ok, I got it from the official forums ... seems our only option is to make havok. I'll try to get to it this weekend. Hopefully that will also make the corpse lootable.
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I'm sorry there's no simpler option. It will be worth it in the end though, I'm sure. Godspeed!
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I've just been told that it is possible to copy Havok from oblivion creatures using nifscope alone. This should hopefully make it much more easier.
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I'm glad to hear it ;]
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