sepamu92
Prince
hello all, i like what your'e all doing here and i decided to try to help. I tried switching the horse archer and camel archer animations, and the result looked very strange...

Ploeperpengel said:First you'll have to put the modern engineer nif and nif_fx in the folder for modern worker and rename them. That's the easy part.
Second you'll have to make sure the engineers bones have similar names to the workers otherwise you'll probably will receive weird animations.
It's possible that this still won't work, if so no chance, sorry.
Third you'll have to put all the modern workers tools with the linked nodes to the engineers similar ones and orientate them properly.
Check Rabbit White's Tutorials about the nifviewer and the beginning of this thread closly how to make this.
If you're lucky voila. Mission accomplished.![]()
Sorry this is very complicated to explain step by step. You will have to go through all the mentioned tutorials to achieve this. If you'll then have more particular questions they will be easier to answer.![]()
Ploeperpengel said:First: I hope you didn't mess around with the gamefiles but put the files in your custom assets or a modfolder instead!
second ok you got the model in the game. the gloweffect is part of that you can remove this in the nifviewer. Just the animation's missing which either means wrong bonenames and structure or a simple xml error. Check xml first.
the nifviewer is in the maxtools. You don't need 3D max to use it. Otherwise I wouldn't have created a single model up to now.![]()
Agent 009 said:hehe, alrighty. I'll get the nifviewer up and running tomorrow and fool around with it and see what I can come up with.![]()
There's an effects xml file somewhere, misc I think. If the ICBM explosion is done as an effect then it would be there. All you'd need to do is copy its entry (everything between the main tags) into the artillery's effect (overwriting it of course).Hadrean said:I have a question. If i wanted to give the artillery the ICBM explosion for when it attacks/bombards what do I need to do?
Rabbit said:There's an effects xml file somewhere, misc I think. If the ICBM explosion is done as an effect then it would be there. All you'd need to do is copy its entry (everything between the main tags) into the artillery's effect (overwriting it of course).
Although I don't know if it'll work as you expect. I think what you'll get if you do that is a nuclear explosion at the end of the cannon's barrel.![]()
Hmmm, the size... if there's a scale tag in effects definition then obviously that's what you need to change. If not then you'll need to scale down the nif file itself for the explosion. If you do that you'll need to actually do this on a copy of the nif so that you don't affect the normal nuclear explosion, and then of course in the changed bombardement effect you'll need to reference that modified copy instead of the vanilla one.Hadrean said:Hmm I did that for bombardment only and I got a nukelear explosion, now I just need help on getting the effects of the nuclear explosion.(fallout, etc.) and also minimizing the explosion size.
micmc said:arrgh and egad,
I don't think I'm stupid....but
I have tried this for 2 nights now...and other than making my computer puke I have not gotten close to getting this right.
oh ok, I did get a fem_settler over a samurai, but mine looked like her face was coming out of his crotch..interesting but not terribly useful,
ussually I just with the bones (that is the nif file yes?) with a pink blob around it...again interesting but not useful, unless I just made a round unit and did replays of the prisoner.