Thanks to ArtEChoke I now have my WereRat completely installed. MokahTGS pointed out to me that the wererat ‘skeleton’ is flawed and does not hold a weapon correctly (backwards). After seeing this for myself I decided it was unacceptable.
So I’m going to take a shot at fixing this minor flaw. After all a wererat without a short sword is just not a wererat.
Is it possible: Noticed that a few other people have used the wererat in the past but never fixed the weapon flaw. (That I’m aware of.) So is this fix possible or am I about to bite off more than I can chew?
Software: What *free* software would I need to complete my quest?
Tutorials: I was a little disappointed that there was no ‘How to make a custom creature’ post in custom content forum that I could see. Looking for any and all tutorials and anything else that will help me in fixing the wererats skeleton frame. (hands)
Thank you for your time,
Alupinu
Bone Surgery on a WereRat
Débuté par
Alupinu
, janv. 10 2011 05:55
#1
Posté 10 janvier 2011 - 05:55
#2
Posté 10 janvier 2011 - 06:08
I'd use the inverted daggers override. That way, the daggers will be inverted, but since the wererats hold things upside down anyway, they will appear right side up! Then just give them a custom inverted dagger that is a short sword size and damage.
#3
Posté 10 janvier 2011 - 06:19
Please see this post.
It is possible to make new animations and fix the attachment points for skeletons - however it is not achievable with freeware.
I "fixed" the issue for MokahTGS and I could supply you with the same skeleton. You should know what you'd be getting though:
I have aligned the APs properly so the wr holds weapons correctly. The wr only has unarmed attacks, so if you arm it, it will still only play its unarmed attacks. It also does not grip its weapon. It only strikes with its left claw, so if you give it a sword, for example, it will hold the sword in its right hand, and strike with its open left claw. If you want it to actually strike with a weapon, you have to make it dual-wield (and even then, it will only strike with its left weapon).
Let me know if you want the "fixed" skeleton.
It is possible to make new animations and fix the attachment points for skeletons - however it is not achievable with freeware.
I "fixed" the issue for MokahTGS and I could supply you with the same skeleton. You should know what you'd be getting though:
I have aligned the APs properly so the wr holds weapons correctly. The wr only has unarmed attacks, so if you arm it, it will still only play its unarmed attacks. It also does not grip its weapon. It only strikes with its left claw, so if you give it a sword, for example, it will hold the sword in its right hand, and strike with its open left claw. If you want it to actually strike with a weapon, you have to make it dual-wield (and even then, it will only strike with its left weapon).
Let me know if you want the "fixed" skeleton.
#4
Posté 10 janvier 2011 - 07:06
Yes, as ArtEChoke said, the fix is a bit of a cludge, but I have my "Ratmen" using duel daggers and spears or axes, and it looks OK. It isn't perfect, but it looks better than backwards weaponry.
ArtEChoke, I'd suggest you just release the fix you gave me on the Vault so that everyone can use it.
ArtEChoke, I'd suggest you just release the fix you gave me on the Vault so that everyone can use it.
#5
Posté 10 janvier 2011 - 11:52
@kamal, dagger override? Is this in the toolset? Please do tell.
@ArtEChoke, MokahTGS, you guys don’t sound too impressed with your fix. How hard and long would it take to install? Is it worth the trouble?
@ArtEChoke, MokahTGS, you guys don’t sound too impressed with your fix. How hard and long would it take to install? Is it worth the trouble?
#6
Posté 11 janvier 2011 - 12:22
#7
Posté 11 janvier 2011 - 12:42
Alupinu wrote...
@ArtEChoke, MokahTGS, you guys don’t sound too impressed with your fix. How hard and long would it take to install? Is it worth the trouble?
Well its not that impressive. It only orients the weapons properly. It doesn't address the creature itself doesn't have the animations to properly support different weapon types (or even grasp them properly - see screenshot)
If you'd followed the link I provided you'd have seen the screenshot I posted of the fix. Lazy bum. Yes, the wererat and the wereboobywolf share the same skeleton.
To apply the new skeleton is simple. Just add it to the hak that the wererat is in.
@MokahTGS, I'm reluctant to upload it to the Vault because its barely a solution.
#8
Posté 11 janvier 2011 - 10:30
ArtEChoke - Good to see you around again - I was beginning to think you disappeared.
#9
Posté 11 janvier 2011 - 07:30
@LOL... Ok ArtEChoke, you talked me into it. Where do I find this skeleton fix? 
@Kamal, nice to have a back up.
@Kamal, nice to have a back up.
#10
Posté 11 janvier 2011 - 09:21
Why not make them ninja wererats? That would explain the backwards weapons...
#11
Posté 12 janvier 2011 - 01:08
@ArtEChoke, worked just like you said, thanks.
#12
Posté 12 janvier 2011 - 09:48
Could I get a link to the skeleton fix also? I can't tell you how much that's bugged me. I appreciate it.
#13
Posté 12 janvier 2011 - 03:42
Hatter, check your pms.
For the record, I uploaded the fix to the vault this morning. I'll update with a URL here later when its approved (probably tomorrow).
Edit: It is now up at the Vault.
Beware of dual-wielding wererats, I guess.
For the record, I uploaded the fix to the vault this morning. I'll update with a URL here later when its approved (probably tomorrow).
Edit: It is now up at the Vault.
Beware of dual-wielding wererats, I guess.
Modifié par ArtEChoke, 13 janvier 2011 - 03:11 .
#14
Posté 13 janvier 2011 - 03:13
Nvmnd. (wierd edit double post)
Modifié par ArtEChoke, 13 janvier 2011 - 03:14 .
#15
Posté 13 janvier 2011 - 09:15
Even with a single weapon--it still looks a million times better.
#16
Posté 13 janvier 2011 - 04:04
I have not read the previous posts, but it is possible and is actually very easy if you have the right tools.
If you have 3dsmax you can import the skeleton and simply rotate the hand, save the skeleton and viola.
If you have 3dsmax you can import the skeleton and simply rotate the hand, save the skeleton and viola.
#17
Posté 13 janvier 2011 - 10:04
ArtEChoke wrote...
Hatter, check your pms.
For the record, I uploaded the fix to the vault this morning. I'll update with a URL here later when its approved (probably tomorrow).
Edit: It is now up at the Vault.
Beware of dual-wielding wererats, I guess.
Barely a fix or not, it's 200% better than no fix at all. Thanks for uploading it! Hope to see more of your work in the future...NWN2 needs great modelers like you around.
#18
Posté 14 janvier 2011 - 08:38
MokahTGS wrote...
NWN2 needs great modelers like you around.
ditto





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