Unit requests thread

is there a way to make a unit that gets bigger every time it wins a fight?
Hm, maybe with the getScale and setScale commands in python? Otherwise it could be done using promotions.
 
I want to change Modern Armor (Some my future modern armor) firing (attack animation), modern armor fire orange explosion, i want blue, where i can change that texture, and i must add new animation in CIV4Effects.info similar like this (Example: this file does not exist this is just example):
Code:
		<EffectInfo>
			<Type>EFFECT_MA_BLUE_FIRE</Type>
			<Description>MA blue fire effect</Description>
			<fScale>1.0</fScale>
			<fUpdateRate>1.0</fUpdateRate>
			<Path>Art/Effects/MA_BLUE_FIRE.nif</Path>
			<bIsProjectile>0</bIsProjectile>
		</EffectInfo>

Does is necessary to do something else in nifskope ?
 
You will have to change an entry in the modernarmor_rangedattack.kf (or like this).

Under NiTextKeyExtraData should be a node with the entry "Effect:EFFECT_Artillery_Fire:EFFECT_MA_FIRE" (or similar). This entry has to be changed to "Effect:EFFECT_Artillery_Fire:EFFECT_MA_BLUE_FIRE".

And, of course, you need to create MA_BLUE_FIRE.nif.
 
You will have to change an entry in the modernarmor_rangedattack.kf (or like this).

Under NiTextKeyExtraData should be a node with the entry "Effect:EFFECT_Artillery_Fire:EFFECT_MA_FIRE" (or similar). This entry has to be changed to "Effect:EFFECT_Artillery_Fire:EFFECT_MA_BLUE_FIRE".

And, of course, you need to create MA_BLUE_FIRE.nif.

Thank you Kathy !

pvnsL6s.png
 
Hello!

I would like to request a help in creating a unit.
I was trying to do a nif-swap to get a horse version of default Asian Swordsman that comes with Civ. The trick is that I want to swap him with such model that:
a) attacks with sword (not spear)
b) holding horse reins with the other hand (not a shield)

There is only 2 base units in Civ that have animations like that - its Companion Cavalry and a Conquistador. Unfortunately I am unable to do this properly with any of these models as resulting models ends up being very weird - my swordsman sits on a horse incorrectly with his arms spread out to the sides.

I managed to do nif-swap with Knights model where Asian Swordsman looks and animates fine, but this model includes a shield in left hand, so even if I remove the shield afterwords - the model still looks a bit weird as having its left in hand a a weird position which doesn't really satisfy me.

So in short, If some one could help me with this, once again I need Asian Swordsman on a horse with sword in right hand and left hand holding the reins, please help ;)

Thank you!
 
Hello!

I would like to request a help in creating a unit.
I was trying to do a nif-swap to get a horse version of default Asian Swordsman that comes with Civ. The trick is that I want to swap him with such model that:
a) attacks with sword (not spear)
b) holding horse reins with the other hand (not a shield)

There is only 2 base units in Civ that have animations like that - its Companion Cavalry and a Conquistador. Unfortunately I am unable to do this properly with any of these models as resulting models ends up being very weird - my swordsman sits on a horse incorrectly with his arms spread out to the sides.

I managed to do nif-swap with Knights model where Asian Swordsman looks and animates fine, but this model includes a shield in left hand, so even if I remove the shield afterwords - the model still looks a bit weird as having its left in hand a a weird position which doesn't really satisfy me.

So in short, If some one could help me with this, once again I need Asian Swordsman on a horse with sword in right hand and left hand holding the reins, please help ;)

Thank you!
Before the nif-swap, try renaming all the bone nodes of the Swordsman from "BIP ..." to "Bip01 ..." (for example, "BIP Pelvis" to "Bip01 Pelvis"). Hopefully then it should work.
 
Before the nif-swap, try renaming all the bone nodes of the Swordsman from "BIP ..." to "Bip01 ..." (for example, "BIP Pelvis" to "Bip01 Pelvis"). Hopefully then it should work.

Thank you SaibotLieh, it works! When I was doing nif swap I renamed Bip01 of Cavalry to BIP to match with swordsman skeleton. Now that I have done it the other way around it works. I never knew this would matter ;)
 
Thank you SaibotLieh, it works! When I was doing nif swap I renamed Bip01 of Cavalry to BIP to match with swordsman skeleton. Now that I have done it the other way around it works. I never knew this would matter ;)
You are welcome. :)

The problem with renaming the nodes in the nif that you want to use in the game is that the animation files will try to animate nodes with a given name (the ones that in the nif file). If you change their names, the animation file will not find them anymore and thus will not animate them.
 
You are welcome. :)

The problem with renaming the nodes in the nif that you want to use in the game is that the animation files will try to animate nodes with a given name (the ones that in the nif file). If you change their names, the animation file will not find them anymore and thus will not animate them.

Bummer. I should have thought about this earlier. I did a few nif swaps where I had to change node names but I never really paid attention which side I was renaming until I started running into problems with heavy skeleton malfunction ;)

I should now go and revisit a few more units I was unable to nif swap before ;)

But again, thank you! ;)
 
i have tried it today, but with nifscope only I could not do it, someone skilled with blender would be needed:
Could anyone create a varity of this unit without the sidecar and the second soldier, with the driver firing a pistol?

I just wanted to ask, if someone would be interested in fullfillig this request now.
 
I just wanted to ask, if someone would be interested in fullfillig this request now.

Yep.

Super simple kf change. I only changed the animation of the driver right arm and gave him the pistol from here. For some reason the gun fire and smoke aren't showing up. Then again none of the battle effect have been showing up for me. Maybe its just me then. :mischief: Other then that it seems to work.

I only changed the idle, fortify, ranged fortify, and ranged strike kfs.
 

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SaibotLieh, I have another question for you.

I know that you have done before units with mixed animations (rifleman which attacks in melee with bayonet), and was wondering if you would consider undertaking a project for another such model to become a base for many future units - a Cavalry unit with Range and Melee attack animations - for example Cuirassier which would shoot his musket at range and fight with sword (say from Conquistador) in melee. And then the model could be nif-swaped to apply different various textures to it based on need.

Please consider ;)
 
Yep.

Super simple kf change. I only changed the animation of the driver right arm and gave him the pistol from here. For some reason the gun fire and smoke aren't showing up. Then again none of the battle effect have been showing up for me. Maybe its just me then. :mischief: Other then that it seems to work.

I only changed the idle, fortify, ranged fortify, and ranged strike kfs.

Thank you very much, I can use it, I think.
 
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