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AcidBasick
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[REL] Animated and Breakable Practice Dummies
      #2713902 - 06/21/04 02:55 PM

I'm releasing these animated practice dummies. This includes a mod that replaces the existing dummies with these animated ones and provides the Max files and models to use them in your own mods. I know this has been done before by using NPCs as means of getting the attack by the player, but this mod uses actual creatures as dummies who will break apart over time, are animated so when they are hit they will somtimes bounce around a bit, and use Havoc physics for deaths.

Since they are creatures it makes it much easier for the modder to place and use.

Download Euro-Morrowind

View a movie of the Havoc physics applied to one of the death animation. This is only one of three deaths and each one breaks apart in a similar but different way due to the collisions of pieces of the mesh.

Quote:

Readme
ACD_PracticeDummy
Animated Practice Dummies
By AcidBasick (PM me on Elderscrolls.com Forums).
-
Use:
Adds animated practice dummies to various places and replaces the old non-animated dummies that lie there. This is primairly a modder's resource, so you may use it wherever you may like, but I added this mod so I could both test it as well as provide a little something for players who fancy the idea of animated dummies but are too CS-illiterate to add them themselves.
-
This creature is added to the following locations; Balmora, Fighters Guild; Vivec, Guild of Fighters; Seyda Neen, Census and Excise Office; Wolverine Hall; Vivec, Arena Fighters Training; Molag Mar, Redoran Stronghold; Maar Gan, Outpost; Ald-ruhn, Guild of Fighters; and Vivec, St. Olms Canal South-Two.
-
Resource:
Feel free to use this as a resource in your mods.
If you would like to mention me in the readme, that would be fantastic.
-
There are obvious advantages over using a creature such as this one over another setup. Namely, there are less scripts, positioning, and work and you plop this guy right down into your house or other area without much hassle.
-
Mod Setup:
In order to get this critter to work properly in your games you must apply certain settings in the editor to him.
-
Set his 'Movement' to 'None'.
Set all 'Attributes' that are not needed for your purposes to '0'. I left endurance
at 100 on mine.
Set his health to a high number otherwise you will not be able to practice on
him for long.
Set his fatigue to a very high number.
Set all his 'Skills' to '0'.
Set all three 'Attacks' to '0'.
Set his 'Blood Texture' to 'Skeleton (White)' unless you want the dummy to bleed.
I added 50 Wickwheat to my dummies in order to make sure it stayed in place.
Click on the 'AI' button at the bottom of the menu and set his 'Fight', 'Flee', 'Alarm',
and 'Hello' to '0'.
-
I've included the Max file for modellers that wish to see the way the Havoc physics are set up.
-
Credits:
IndigoRage for his development of the Havoc effect technique for Morrowind and his great mini-tutorial.
-
Contact:
AcidBasick (PM me on Elderscrolls.com Forums)
Acid_Basik4@hotmail.com




There is a single screenshot looking at the practice dummy on my website, but I figure it wouldn't help any to see many screenshots. It's just a normal dummy animated. The above movie is what you want to watch.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
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shannon_
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Reged: 06/05/04
Posts: 756
Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2713924 - 06/21/04 03:02 PM

Cool. This is going to be very handy. Thanks Acid!

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Bladmand86
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Re: [REL] Animated and Breakable Practice Dummies [Re: shannon_]
      #2713941 - 06/21/04 03:08 PM

Nevermind, of course it would, it operates on keyframes

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AcidBasick
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Re: [REL] Animated and Breakable Practice Dummies [Re: Bladmand86]
      #2713953 - 06/21/04 03:12 PM

Quote:

Uh, it sounds like a feature that might not have been in the original game but slated in on goty, have you tested it with a non-goty version (not patched version? ) :P



I'm positive it will work in any situation.

There are only three death animations that do the same thing every time - it just looks random because they fall in a realistic way. It's exactly like a normal mesh except for the way in which things collide in the animation. Nothing is made up 'on the spot'. If you own Max, load up the file and look at the keyframes. They are all set to a specific time and location.

No need to worry, the feature was most certainly present before GOTY.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
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NuclearDope
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Re: [REL] Animated and Breakable Practice Dummies [Re: Bladmand86]
      #2713954 - 06/21/04 03:13 PM

Very nice work...it always did bother me that u couldn't try ur new blade out on the dummies in mw

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Nigedo
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2713976 - 06/21/04 03:21 PM

Thanks Acid. This is really cool. It's one of those things that I've wanted for ages but thought that no modeller would ever get around to making.

Oh, and the physics are a very nice touch.



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Re: [REL] Animated and Breakable Practice Dummies [Re: NuclearDope]
      #2713977 - 06/21/04 03:21 PM

This is Great AcidBasick




Ok now that we've got our physics engines fired up. It's time to start making all statics breakable. all it requires is an insane amount of time. go for it!

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Shanjaq
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2713985 - 06/21/04 03:25 PM

Excellent! So much more satisfying when your weapon goes "THUD" when swinging at a dummy, instead of simply gliding through the air

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Mantodea
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2713986 - 06/21/04 03:25 PM

Awsome. Just awsome.


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Laxas
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Re: [REL] Animated and Breakable Practice Dummies [Re: Mantodea]
      #2714048 - 06/21/04 03:53 PM

Vey cool and very handy for new weapons!

--------------------
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Bladmand86
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Re: [REL] Animated and Breakable Practice Dummies [Re: Laxas]
      #2714111 - 06/21/04 04:18 PM

Does it have sound yet? You should give it some sound if not We also need breakable walls? (passwall anyone?)

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AcidBasick
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Re: [REL] Animated and Breakable Practice Dummies [Re: Bladmand86]
      #2714237 - 06/21/04 05:15 PM

Thanks everyone.

Quote:

Does it have sound yet? You should give it some sound if not



I thought about it, but I wasn't sure what sound to give it.
After all, it is just a dummy. However, it comes with the Max file if anyone wants to put some in there.

Quote:

We also need breakable walls?



Those would be neat. It would be fun to have bricks fall and bounce on the ground. Well, maybe not bounce.

Quote:

Ok now that we've got our physics engines fired up. It's time to start making all statics breakable. all it requires is an insane amount of time. go for it!




Heh. This would be fun to implement, but the problems could potentially be enormous. Things such as items floating after a static 'dies' and repositioning and replacing of all in-game furniture. You're right, it would take an insane amount of time.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
Concept Critters

Edited by AcidBasick (06/21/04 05:22 PM)

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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2714276 - 06/21/04 05:28 PM

Really incredible! This goes beyond LadyE's swinging creature practice dummies in Dragon's Breech.

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shannon_
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2714366 - 06/21/04 06:04 PM

Maybe not make ALL statics breakable, but urns, barrels and crates would be cool.

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Shanjaq
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Re: [REL] Animated and Breakable Practice Dummies [Re: shannon_]
      #2714381 - 06/21/04 06:09 PM

mmmm.... *has a Hexen II flashback*

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AcidBasick
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Re: [REL] Animated and Breakable Practice Dummies [Re: shannon_]
      #2714415 - 06/21/04 06:21 PM

Quote:

Really incredible! This goes beyond LadyE's swinging creature practice dummies in Dragon's Breech.



Lady E already made one? I never knew.
Well, I guess mine is different because it replaces the existing dummies as well. I'll have to check her's out.

Quote:

Maybe not make ALL statics breakable, but urns, barrels and crates would be cool.



Those would probably be harder then most other statics, considering that not only they are containers and would require much more scripting, but also that they are everywhere. I agree, it would be neat, though.

I was thinking more along the lines of chairs, small tables, benches, bookshelves, and stools. Things that could be modified to break but still have a surface to hold whatever may be resting on it.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
Concept Critters

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Ronin49
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2715233 - 06/21/04 11:29 PM

AcidBasick - this looks really first class. It looks like the 'death effects' alone will far surpass the features of its predecessors. Thank you.
Is it possible, using the mod, for the player to reposition any of the animated dummies, into their residence for example, without resorting to console commands?

[Lady E already made one? I never knew.
Qwert also had a mod that activated the standard furniture dummies making them into working sparring dummies. It is at the bottom of his website. ]

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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2715265 - 06/21/04 11:44 PM

Quote:

Lady E already made one? I never knew.
Well, I guess mine is different because it replaces the existing dummies as well. I'll have to check her's out.




Hers have a nice swinging recoil when you hit them. They don't break though, just swing. LadyE and Proudfoot have also been experimenting with breakable barrel/creatures and a couple other breakable things for their sewer section I think.

There's some pretty awesome stuff in that Dragon's Breech alpha, all cool for modder use. Worth the time to DL the huge thing and then look at all the neat models in the editor.

----------------------------------

You know, it would be cool if a practice dummy creature could be made that could walk and attack. Imagine starting to do a practice session hacking at a dummy, and then at a point it gets replaced by a very irritated moving dummy that fight back.

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AcidBasick
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Re: [REL] Animated and Breakable Practice Dummies [Re: Ronin49]
      #2715314 - 06/22/04 12:06 AM

Quote:

Is it possible, using the mod, for the player to reposition any of the animated dummies, into their residence for example, without resorting to console commands?



Quite possible - and quite easy.
That's the beauty of using creatures as dummies.

Go into your home and stand about where you want the model. Bring up the console and type 'placeatpc "_ACD_PracticeD_B" 1,1,1'. From there, see if he is facing the correct way. If not, kill him with the console and try again from a new position.

Quote:

There's some pretty awesome stuff in that Dragon's Breech alpha, all cool for modder use. Worth the time to DL the huge thing and then look at all the neat models in the editor.




I've been meaning to check out the island for some time now, but just never got around to really exploring.

I'm really looking forward to it.

Quote:

You know, it would be cool if a practice dummy creature could be made that could walk and attack. Imagine starting to do a practice session hacking at a dummy, and then at a point it gets replaced by a very irritated moving dummy that fight back.



I was thinking about animating a standard dummy without his noose but I didn't know if there would be anyone else who would like to fight him. Good to know that we're on the same wavelength here.

I'll probably do that soon. It would give the player a startle.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
Concept Critters

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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2715323 - 06/22/04 12:10 AM

That's pretty nifty. Wonder why the physics were never used, if the capability was there.

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AcidBasick
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Re: [REL] Animated and Breakable Practice Dummies [Re: ]
      #2717179 - 06/22/04 03:42 PM

Quote:

That's pretty nifty.



I agree.
Indigo did make a pretty big discovery with this and it's even better that he let us all in on it. He may not have been the first, as stated in that other thread, but it's nice that he even gave us tutorials on how to set it up.

Quote:

Wonder why the physics were never used, if the capability was there.



I wondered that as well.

Seems strange that so much realism could be added to animations but it isn't taken advantage of.

--------------------
AcidBasick Morrowind
3d Max Animation Guide
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PrinceofShadows
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2717241 - 06/22/04 04:12 PM

This is really great!!! Haven't seen such cool thing before...
This will be used in my mod for sure

Thanks a lot!!!

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Tamandra
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2717242 - 06/22/04 04:12 PM

for a remarkable piece of work - I've just used the provided .esp to have a look and it's great, the effect of it breaking is superb and it provides a much better way of training your weapons skills rather than boring ol' paying for it.

Another for your inadvertant excellent timing as I'm just putting a Fighter's Guild building together for my mod and this is going to be a definite addition.

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OverrideB1
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2946469 - 08/19/04 05:59 AM

How in heaven's name did I miss this????

Going to d/load and install in my current house-mod tonight. Meanwhile, have well deserved and retrospective Pretty Darn Nifty Award.

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MC_Stalker
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Re: [REL] Animated and Breakable Practice Dummies [Re: AcidBasick]
      #2946493 - 08/19/04 06:21 AM

ALways forgetting to give you for the good work. Plus could you make the animated and breakable ?

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