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  • Added on: May 16 2010 09:34 PM
  • Date Updated: May 17 2010 09:03 PM
  • Views: 1172
 


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NPCs & AI: Khajiit Tail Issue Fix

Quick and Painless Error Fix.

Posted by InsanitySorrow on May 16 2010 09:34 PM

NPCs & AI: Khajiit Tail Issue Fix



When creating a new Beast Race NPC, IE either the Khajiit or the Argonian you may encounter an issue with the tail. This issue can be seen in both the CS and In-Game, what is this issue you ask?, Well a stretching of the tail, which can stretch the length of entire cells.

The reason for this is that when the developers setup the Races in the CS they gave the beast races the default skeleton which is used on the normal races.

:smarty: Smarty Says: Silly devs pointed to the wrong skeleton path - Characters\_male\Skeleton.nif

So let's fix it :D

Step 1: Extracting Data

Okay so what you will need to do is Open up your Oblivion - Meshes.bsa in one of the Archive tools, Ie OBMM, TES4 Archive, BSA Commander ect. Now locate the Meshes\Characters\_male\ folder and inside it find the skeletonBeast.nif, extract this file.

Step 2: Fix the NPC

Now in the CS open your NPCs data screen, click the part where the Skeleton.Nif is labelled and point it to characters\_male\skeletonBeast.nif , which you have previously extracted from your BSA.

And that's it, save your change and the NPC will now be fixed :clap:, When you're done you can delete the extracted NIF file from your data folder. From now on the CS/Game will point to the file located in the BSA :D

Thanks to DarkRider for his suggestion.
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