i took the moveable static human skelly and made a new id for it and replaced the mesh with the one i downloaded here, but its not coming up in geck.. am i missing something?
Hmm, not sure. I haven't really messed about with moveable static objects that much, but if I were to guess it would probably be because this model was made as a replacement model for the Super Mutants themselves, that is, it was made to be a "creature" rather than a moveable static, so if you wanted to make it a moveable static it might be a bit more complicated that a simple cut-and-paste job.
I'm pretty sure moveable statics also have collision meshes too, which I don't think this one has by itself (when used as a replacement model for mutants, it uses the collision native to the super mutant's body).
Oh i see, so yes essentially you want them to be the same thing as a skeleton model so you can script it to spawn one when someone is killed in this way. I could try and help if youd like.
See, I've had that suggestion a few times before, and I could certainly do that, but it just didn't really fit my "vision" of how it would work. What I was trying to do was make it so that a super mutant would actually become a skeleton upon death via energy weapons, rather than simply disappearing and having a skeleton poof into existence where they stood, sort of like what i did with human NPCs for my Skeletonizer mod.
Trouble was, the way my skeletonizer mod worked was that it placed a skeleton "costume" in a person's inventory and have them "dress up" in it upon death so that the skeleton would match their pose upon death. However, Super Mutants are designated as "creatures" in the GECK whereas humans are "Actors", and as Creatures, they can't equip armor the same way humans can. How they work is that there's a list of different models for super mutants, with "naked" mutants/nightkin and a bunch of empty armor/outfits, and each type of mutant has different models checked- for example, Lily and Tabitha both have the same nightkin "base", but different outfits activated.
While the skeleton model does actually work the same way as the other super mutant models (as you can see in this screenshot I took where I turned Neil into a skeleton), I couldn't figure out how to make it work the way I wanted it to. I tried the "ToggleCreatureModel" command in the GECK, but it doesn't work instantly like the "EquipItem" command for humans; I have to use "Update3D" to make it appear, and even then it causes other problems, such as the fact that if I reload a save from before I killed that mutant, they're still a skeleton, and if I save and restart the game, any skeletonized mutant corpses are reverted back to their original model. I talked with some folks on the NVSE Discord about working around these problems, and they gave me some suggestions using arrays and stuff, but after trying and failing to make it work right about fifty times I gave up on that account.
After that I had a brief moment of inspiration when I discovered that you can add alpha-changing animations to a character's skin textures (essentially making their "skin" turn invisible) and that there was a way to trigger it via scripts, but I couldn't figure out how to make this effect set off during death. I might have been able to eventually, but at that point my drive to continue this pet project had completely died so I just gave up at this point.
Still, if you want to try and take a crack at making this a reality, feel free to do so.
I totally understand getting burnt out from doing this; I may take a look and see what i can do; it would be cool to see this work and yeah it deals with creatures adding or removing different models from what the creature is appearing via mesh. I will get back to you on this to see if i can fiddle with it.
In the meantime, I think I might try and rework the skeleton itself a bit. After testing it a few times I realize the shoulder blades are rigged a bit weird.
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I'm pretty sure moveable statics also have collision meshes too, which I don't think this one has by itself (when used as a replacement model for mutants, it uses the collision native to the super mutant's body).
Trouble was, the way my skeletonizer mod worked was that it placed a skeleton "costume" in a person's inventory and have them "dress up" in it upon death so that the skeleton would match their pose upon death. However, Super Mutants are designated as "creatures" in the GECK whereas humans are "Actors", and as Creatures, they can't equip armor the same way humans can. How they work is that there's a list of different models for super mutants, with "naked" mutants/nightkin and a bunch of empty armor/outfits, and each type of mutant has different models checked- for example, Lily and Tabitha both have the same nightkin "base", but different outfits activated.
While the skeleton model does actually work the same way as the other super mutant models (as you can see in this screenshot I took where I turned Neil into a skeleton), I couldn't figure out how to make it work the way I wanted it to. I tried the "ToggleCreatureModel" command in the GECK, but it doesn't work instantly like the "EquipItem" command for humans; I have to use "Update3D" to make it appear, and even then it causes other problems, such as the fact that if I reload a save from before I killed that mutant, they're still a skeleton, and if I save and restart the game, any skeletonized mutant corpses are reverted back to their original model. I talked with some folks on the NVSE Discord about working around these problems, and they gave me some suggestions using arrays and stuff, but after trying and failing to make it work right about fifty times I gave up on that account.
After that I had a brief moment of inspiration when I discovered that you can add alpha-changing animations to a character's skin textures (essentially making their "skin" turn invisible) and that there was a way to trigger it via scripts, but I couldn't figure out how to make this effect set off during death. I might have been able to eventually, but at that point my drive to continue this pet project had completely died so I just gave up at this point.
Still, if you want to try and take a crack at making this a reality, feel free to do so.
In the meantime, I think I might try and rework the skeleton itself a bit. After testing it a few times I realize the shoulder blades are rigged a bit weird.
Great work though!