Skip to main content

Kagouti ready for Testing

Submitted by Hashmi1 on
Alright so the Kagouti has been converted and is ready for testing. http://www.mediafire.com/?5e10ztb37zx07s0 Please test it and report any bugs.
Karma: 0 (0 votes)
Last edited by Hashmi1 on 12 Aug 2010 - 01:09.

i'll try to get to it after work
Karma: 0 (0 votes)

Just a suggestion, but it would be sweet if you converted Yagrum Bagarn next.
Karma: 0 (0 votes)

everything is perfect except the idle anim vibrates in game
Karma: 0 (0 votes)

Vibrates? When exactly does that happen (the idle anim consists of it first scratching its claw on the ground and then doing a sit-up)
Karma: 0 (0 votes)

@helpfulperson: I read somewhere that you can not initiate dialogue with a creature ... and you need to initiate dialogue with Yargum.
Karma: 0 (0 votes)

throughout the whole idle anim it shakes from its tail towards its head constantly, to me it isn't major but would be better if fixed
Karma: 0 (0 votes)

I could not find any major problem in the .kf file. Have you tried the idle animation in nifscope ... I think it is supposed to shake a little ... but nothing more than in morrowind. Anyways here is version 2, I have made a few tweaks maybe they will fix it ... http://www.mediafire.com/?hkztz75901taa0p
Karma: 0 (0 votes)

Oh and can you get an in-game screenshot please.
Karma: 0 (0 votes)

the kagouti is still shaking/twitching when in idle, and its feet does not touch the ground properly when running, it can run/jump up over fences
Karma: 0 (0 votes)

I still can not find anything to do about it. My guess is that it is part of the original animation (the kagouti keeps rocking its body from left to right) ... maybe its too fast so its looks like abnormal vibrations. Anyways try this version ... the idle has been slowed down ... that might make it feel more natural. http://www.mediafire.com/?12juz3j32u8eexb If there is still a problem then I will have to re-convert the idle in max ... perhaps break it up into a shorter version. @eloth: The collision in version 2 was messed up. It should be alright in version 1 and 3.
Karma: 0 (0 votes)

you have to fix handtohandequip.kf, the creature disappears at the end of animation btw the idle animation looks better now
Karma: 0 (0 votes)

Ok, version 4 here should have it fixed. I have also improved the mesh in version 4: increased the poly-count and smoothed the vertices. http://www.mediafire.com/?5r9dobaqau5dyih Here is a comparison of the poly count:: [External image]
Karma: 0 (0 votes)

wow, great work :) looks much better with increased polycount :) can you do this with the nixhound also? and other creatures your converting?
Karma: 0 (0 votes)

Yea sure :) By the way is there any other bug with the Kagouti?
Karma: 0 (0 votes)

you need to speed up the idle animation again. the shaking behaviour in idle isnt related to the animation itself. maybe its a problem with the skeleton? the whole animal is moving from left to right very very fast so that it looks like its shaking
Karma: 0 (0 votes)

But the shaking is limited only to the idle animation... right? If there was a problem with the skeleton every animation would have been effected. And I don't understand ... is the shaking still apparent in the slow animation?
Karma: 0 (0 votes)

Also try out the corpus creatures and see if there is there any unnatural shaking in their animations.
Karma: 0 (0 votes)

the kagouti is shaking ONLY when in idle
Karma: 0 (0 votes)

On the latest version of the kagouti you also have to check then ending of all .kf files, the creature disappear at the end of animation
Karma: 0 (0 votes)

I put the Kagouti into a mod to be merged with the Morrowind_ob.esm Project but then realized that the problems were sort of bad. I don't think I will remove the Kagouti yet, but I won't add it to the leveled lists of any more regions. The Kagouti stand there and shiver and shake. Then when they move, they go dashing off into the sky. The ground cannot hold them and it is like they are climbing invisible staircases. I appreciate the work you have done. It is exciting that we are this close to having a good Kagouti.
Karma: 0 (0 votes)

@Hashmi1 Through TheTalkieToaster's Playable & NPC Creatures mod @ http://tesnexus.com/downloads/file.php?id=31821 You can make them capable of interaction with the player. Not sure how much this helps, but you can indeed do it for Yargum & even the social Mudcrab. Maybe even Creeper?
Karma: 0 (0 votes)

@Yoshimo: We will need a fresh conversion of the Kagouti. You can completely remove it for the moment. @seldalore: Thanks :) Yes ... its possible if you make the creature into a piece of clothing and then make a normal npc to wear it. Creeper for oblivion: http://tesnexus.com/downloads/file.php?id=13945
Karma: 0 (0 votes)

I think it's a bit more complicated than simple clothing as it actually has its own folder with its own skeleton that is applied to the player through the race, which also means that the animation files in that folder are used instead of those in the _male folder that normal races use. This can definitely be used to our advantage too, as we can have races that don't move about like all of the others from Oblivion. We may also be able to give Argonians their unique swimming style like in Morrowind if we used the method in the aforementioned mod and gave Argonians their own skeleton :D ...again, just a thought xP sorry, I got a bit carried away.
Karma: 0 (0 votes)

Thanks :) I had heard about changing the skeleton but I didn't know that doing so could allow the use of new animations. Indeed it seems that Yargum Bagaran will be quite possible ...
Karma: 0 (0 votes)

I'm glad to hear it; is this within your capabilities though? I honestly can't figure out how to follow the tutorial TheTalkieToaster made... :(
Karma: 0 (0 votes)

lol :p Its simple actually: - first we need to convert Yargum Bagaran from Morrowind... using the default procedure. This will give us a body.nif , skeleton.nif and a couple of animations.kf which will need to go into a single folder. - Next we need to add in some more bones to the skeleton.nif ... I believe that Eloth's new 3ds method can do that quite easily ... just load the default human skeleton in 3ds max and over it open the yargum skeleton. - Finally we need to assign the skeleton.nif to an NPC and make him wear body.nif as clothing (all of which is simply more CS work) ------------------------------------ I'll try it in a couple of weeks ... or maybe eloth can find time for it.
Karma: 0 (0 votes)

Spectacular, looking forward to seeing this work :D
Karma: 0 (0 votes)