So the problem I have is that raiders don't use the junkyard dog model, they always use the wild mongrel model. That's what I'm trying to change. I want raiders to only use normal dogs without changing the feral dogs.
Does this mod only affect raiders? If so, I could just overwrite the textures and meshes with the rottweiler models and leave the wild dogs in tact...I hope
Oh man! Pulled in last minute along with Vulkan texture and modified Skk stalker ... end up chased by a pack of Doberman + Fall Evil Dogs near the Glowing Sea under the black rain, this wild mass in motion..creepy like hell! Amazing work !!
Love this, someone pleeeease port to the Xbox. Would love for this to work with the transdogrifier collar to enable us to replace Dogmeat with a Dobie <3
Test it in game, the model is narrower than other in-game dogs, but didn't want to push it too far and have to re-weight it. Good bone weights was the reason for making it. You are right though, I could have made it slightly taller.
Too much and areas of the body weighted to a bone will begin to pull towards that bone and could create odd deformity during movements. A bit and its ok.
I see so kinda like how certain outfit accessories like holsters and knives and what not will deform when not weighted properly..only potentially more so.
Well yes and no. Holsters etc usually deform coz are weighted to the body so move like the skin or a cloth outfit would. you can get around that and make them rigid by painting them with a single bone weight only. but the draw back is often then certain poses, the knife/holster will clip into the body/outfit. Chest area can be pretty tricky. Thigh is pretty simple for example. Accessories on chest need to be weighted to a spine (core) bone that doesn't flex.
Now this issue is different where, the mesh weighted to a bone is pulled towards it. making the mesh taller but not editing the skeleton will mean there is a stronger pull on the mesh vertices downwards towards the original bone location its weighted to. Moving it too much eventually will crash the game, but before that happens you will get just odd bending in places that shouldn't bend etc, like legs might bend halfway up the thigh instead of where the knee joint is, for example.
Editing/creating a custom skeleton is beyond my experience and I wouldn't bother experimenting with it for something that basically works fine already.
There is one creature I have a plan to try edit the skeleton of though. But generally, this stuff is left up to the experienced modders in that field with the correct tools for it.
https://www.nexusmods.com/fallout4/mods/24976 andhttps://www.nexusmods.com/fallout4/mods/26241 I like only seeing the really unhealthy ones in the Glowing Sea, I came across the mod that replaced them and then suggested the mongrels became ghoul ones and they threw it together.
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Does this mod only affect raiders? If so, I could just overwrite the textures and meshes with the rottweiler models and leave the wild dogs in tact...I hope
Really good modeling and texturing though.
Would making the model taller potentially have a negative impact on animations?
Scaling the npc doesnt help as it scales in xyz
Now this issue is different where, the mesh weighted to a bone is pulled towards it. making the mesh taller but not editing the skeleton will mean there is a stronger pull on the mesh vertices downwards towards the original bone location its weighted to. Moving it too much eventually will crash the game, but before that happens you will get just odd bending in places that shouldn't bend etc, like legs might bend halfway up the thigh instead of where the knee joint is, for example.
Editing/creating a custom skeleton is beyond my experience and I wouldn't bother experimenting with it for something that basically works fine already.
There is one creature I have a plan to try edit the skeleton of though. But generally, this stuff is left up to the experienced modders in that field with the correct tools for it.
It would be really cool if I could place a version of this below that and only have it replace the Alphas and Legendaries for example.
There is also Viciousdodpackleader02.nif up to ...06.nif to tryif the others are being overwritten by your current mod
Also, Absol, that's not a bad idea at all. I would recommend the Legendaries be multi-hued and slightly emaciated Greyhounds... with 40% speed boosts.
andhttps://www.nexusmods.com/fallout4/mods/26241
I like only seeing the really unhealthy ones in the Glowing Sea, I came across the mod that replaced them and then suggested the mongrels became ghoul ones and they threw it together.