

Start up Creation Kit, go to "Gameplay" -> "Animations" -> "Insert Sibling", and choose my "idletest01.hkx" file

Place "idletest01.hkx" into "Data\meshes\actors\character\animations" Open "idledrunk.kf", go to NiHeader, change the first under "Strings" to "idletest01" (from "idledrunk"), save as "idletest01.kf"Ĭonvert back to hkx hkxcmd convertkf skeleton.hkx idletest01.kf idletest01.hkx Open "skeleton.kf" and attach "idledrunk.kf" to check it working. I dont want to replace an existing idle, i would like to add in a new one.Įxtract "meshes/actors/character/animations/idledrunk.hkx" from bsaĬonvert from hkx to kf hkxcmd exportkf skeleton.hkx idledrunk.hkx idledrunk.kf Before i actually make the animation, i want to make sure i can successfully import it into the ck. People you can marry have to be in the PotentialMarriageFaction, etc.I am trying to import a custom character idle animation into the creation kit. Trainers have to be in the JobTrainerFaction, and another more specific faction of the skill they offer, like JobTrainerEnchantingFaction. Merchants must be in the JobMerchantFaction. There are also factions that determine the services an NPC can offer. This way multiple NPCs can have ownership of the same merchant chest, so that if one dies another can take over. Their chest is owned by a faction, and then the merchant is added to the faction. The same is true of merchants and their loot chests. Then everyone in that faction can use the beds, eat the food, etc. Typically the interior of buildings is owned by a faction, not an individual person. But more importantly, it determines who has the rights to pick up or use things. If an NPC is based in a particular city, they should belong to that city's faction. The factions are partly whose 'side' they are on. So DefaultSandboxCurrentLocation256 will keep them close. The number at the end is how far they will wander around. There are some default sandbox packages that I always use for NPCs. The factions and AI packages are much easier than they first look.

I didn't realize that until a few hours after I posted it. This post has been edited by SubRosa: Sep 22 2013, 11:37 PM Oh well, its out here in case anyone wants to do it in Skyrim. Sadly, this won't work in Oblivion though. Save the plugin and remember to enable it.Įdit: D'oh! I think you were looking to do it in Oblivion only. Do whatever you want to do to make them a follower, equip them, place them in the game, etc. Now you have an NPC with the same face as the player character you had in the game. In your new NPC screen, go to the Character Gen Parts tab (You will have to scroll all the way to the right in the tabs)Ĭlick import in the top right, and select the file you just saved before. Then open the Duplicate and change the ID. Or in the screen before that right click on an NPC and select Duplicate. You can just open up an existing NPC and change the ID. Load up the creation kit and make a copy of an NPC of the same race you want your new NPC to be. Select the player character (this should show as an id of 14) Load up the save for the character whose face you want to use. I just found my notes in my backup folder. How did I forget about this? There is a way you can do it without Wyre Bash in Skyrim, but not Oblivion. How did you convert the Player character into an NPC? I have a save file I downloaded that I am hoping to make into an NPC in my game, can I do it in the Construction Set (Oblvion).
