How to Play as Monsters In Skyrim

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By jaredbangerter

This is part 1 of my 2 part tutorial on how to make any monster fully playable in Skyrim and shape shift into it with a spell. On this page, I show you how to fix the camera view for each monster race and enable all of it's attack animations to be used by the player. I also show you how to create a new variation of each monster race so you have the ability to turn into whichever visual variation you wish to.

In part 2, I will teach you how to create new shape shifting spells that will allow you to turn into the monsters you make playable here. When you are finished with the part 1, click the following link to go to part 2: How to Create New Shape Shifting Spells in Skyrim

Before We Get Started

Before we get started and I show you how to make monsters playable in Skyrim, I would first like to announce that I just barely released the final version of my own Master Shape Shifter mod version 2.8.4. Watch the trailer for it below and, if you want, after the video post I'll list intructions on how you can download it yourself! :-]

Then after that, the tutorial will continue.

Download Master Shape Shifter Mod v1.8.4

You can download my Master Shape Shifter mod in the video description of the following link on Youtube! Enjoy. :]

http://www.youtube.com/watch?v=nTrqUbSV7q0&feature=related

See all 6 photos

Step 1 - Round Up Your Tools

Before you can start making various monsters playable in Skyrim, you need to round up your tools!

For this tutorial you will need the following:

1) NifSkope with Skyrim XML file

2) The Creation Kit

3) Fallout Mod Manager

Step 2 - Fix The Camera

Monster's cameras are, by default, at ground level in between the monster's legs for some reason. To fix this, we need to add a new camera bone to whichever monster you want to make playable.

First off, you need to extract the skeleton.nif file of the monster you wish to play as and put it under Data\Meshes\Actors\<whatever the monster's name is> . To do this, go to your Skyrim\Data directory and right click 'Meshes.bsa'. (If the monster you want is in an expansion pack, DLC or mod, you may have to instead open the .bsa file of that mod.) Now, select 'open with...' and from the list that appears, select FOMM.

Navigate to the directory of the creature you want and extract the skeleton.nif file to the directory specified above. You will also need to extract the main character's skeleton.nif file. You can find that under actors/character/character assets/skeleton.nif.

So far so good? Now open up NifSkope and load up the skeleton .nif file of the creature's skeleton you extracted. Open a second window of Nifskope and open up the character's skeleton .nif file as well so you can see both side by side.

You want to copy the 'camera 3rd' section from the main character's skeleton to your monster's skeleton. To do this, right click 'camera 3rd' and select 'block > copy branch'. Then right click at the top of your monster's skeleton . nif file where it says 'skeleton.nif' and select 'block > paste branch.'

Now you want to go back over to your main character's skeleton file and, for each of the entries including and under 'camera 3rd', click the little 'txt' icon in the bottom window panel and that will pop up a dialogue box that says 'select a string or enter a new one.'

Copy whatever text is in the bottom field and go over to your monster's .nif file and click the same little 'txt' button there. Paste the text you copied from your main character's file here. Do this for all five lines. When you are finished, you should have something similar to the picture to the right.

Great! Now save your skeleton.nif file for the monster to replace the old one.

To test at this point, fire up Skyrim and open the console. Use player.setrace 'whatever race the monster is' to make sure your camera is working properly.

If, for whatever reason, the monster and camera are shaking uncontrollably, shrink the dimensions of the bounding box (which shows up as BBX [2] in NifSkope). Some monsters, like the frostbite spider and dog, do this.

Step 3 - Enable Your Monster's Attacks

Close out of FOMM and NifSkope, if you haven't already and open up the Creation Kit.

Load up Skyrim.esm and click File > Save to save your new plugin. Once you have done that, go under Gameplay > Animations from the menu bar at the top of the window. This will load up a list of all the .hkx animation behavior files in the game.

Navigate to the monster you want to edit and click the little plus sign next to it, to expand the list of all of it's behaviors and their related animations.

Now, some monsters will already have entries called 'ActionLeftAttack' or 'ActionRightAttack', but even if they do, they won't be able to attack most of the time, except for the draugr and skeletons. I am about to show you how to enable their attacks whether they have them or not.

IF THEY DON'T HAVE THEM:

#1 Right click at the top of the list where it says Actors\<monster category>\behaviors <monster type>\etc and select 'Insert Child'. This will bring up a list of new behaviors you can add.

Add the following:

-ActionLeftAttack

-ActionRightAttack

-ActionDualAttack

-ActionJump

#2 Go through to each of the actions you just added and enter a name under 'ID' and then select which attack animation you want each behavior to trigger. I recommend using ActionJump for the forward power attack and dual attack as a different power attack.

#3. Click 'OK' then click save.


IF THEY DO HAVE THEM:

For example, the Falmer has his left attack animation set to use magic and his right attack button set to use his bow, when it's equipped.

If you run into a similar situation, the solution is simple. Simply select either the right or left attack and, instead of messing with the stuff underneath it, just change the animation of the behavior ITSELF from 'NONE' to whatever attack animation you want to play.

NOTE #1: When testing out the attacks in game, I have found that the wolves and dogs attacks naturally don't hit when they attack most things - including NPCS. They play the animation, but their attacks don't register as hitting the NPC.

The solution I have found to this is to open up the monster's skeleton.nif file in NifSkope and go to the section called 'NPCRoot'. Here you, you need adjust the translation by sliding it forward on the Y axis by 20 points. So, I would change Y from 0 to 20 and save it.

In addition to adding 20 points to the Y axis of NPCRoot, you also need to subtract 20 points off the Y axis dimension of BBX [2], which is the character's bounding box.

Now, depending on the size of the creature, you may need to adjust the NPC Root translation and BBX [2] Y dimension by MORE or LESS than 20 points. The rule of thumb here is that the creature's head should be visibly sticking out of the bounding box while his body is still within it.

This solved most of my issues.

However, sometimes, such as in the case of the horker and mammoth, this alone does not work. If you find a monster that this isn't fixing the problem with, in the Creation Kit, go under 'Character > Race' in the left hand object window. Double click on the race of the monster you are trying to fix and go under the 'Combat Data' tab. Change the 'Unnarmed Reach' box. I normally double the number that's already there and then experiment from there.

In fact, if the monster you wish to play as non-bipedal, you better do this, I've found.

NOTE #2: If for whatever reason some of your monster's attacks stop working in game, it's because you were previously a different creature with spells equipped. To fix this, open up your magic menu and equip and spell in both hands, then unequip it. You may have to use player.setrace to go to another creature and then back to the one you want to be at the moment in order to get it to work, but this should re-enable your attacks.

NOTE #3: If your creature attacks with it's head (such as dragons shouting), you need to disable the head tracking, so it won't always be looking in the opposite direction of where you are trying to aim. To do this, open up the creature's race entry under 'Character > Races' in the toolset and uncheck the box that says something along the lines of 'uses head tracking.' This will allow you to aim the dragons head toward wherever the target is.

Step #4 - Choose Your Variation of Monster

There are tons of different variations of monsters in the game that are not currently assigned their own race. This means you can't play as all of those other variations, without doing this first.

#1 In the Creation Kit, go under 'Race'. Look for the race of monster that is the base type that you want to play as. Open it, and go over to the 'Body Data' tab. Now, under the tab that says 'Skin', you will see it's currently set to whatever variation is default. Take a look on the drop down list to see what other variations there are BUT DO NOT CHANGE IT YET!

#2 Find the variation you want to play as and LEAVE THE DROP DOWN BOX AT DEFAULT SETTINGS FOR NOW. Instead, Change the name of the race in the top box that says 'ID' to match the variation you want to play as. Click 'OK' and it will prompt you with a message saying that race doesn't already exists - do you want to create a new race? Click YES! If you click 'no', you may cause serious issues.

#3 Now, load the new race back up off the race menu. Under the 'General Data' tab (where you start), in the bottom right hand corner it will say 'Copied Data' with two drop down boxes underneath that are currently set to 'NONE'. Change both of these to whatever the base monster type race was that you duplicated.

#4 Go back under 'Body Data' and NOW you can select the variation of monster you want. Take note of the name of the monster race you changed it to, because that's what you will use in the console command player.setrace to turn into the monster in game.

Then again, if you forget, you can always use the console command 'findform race <keyword of monster's name>' and it will return a list of matching races in the game.


Step #5 - Become The Monster

Once you have done both all of the previous steps, it's time to jump in game and test everything out, so load up Skyrim Launcher and make sure your .esp file is selected from the Data list. Launch the game.

Once in game, go player.setrace <whatever race you just modified>. You should be able to attack and have your camera in the correct place.

Now, you'll probably want your monster specific spells and weapons. To get them, use the console command 'help <keyword from monster's name> 4'. This will bring up a list of all the instances of the monster's name in the game. Use the page up and page down keys to scroll through this list until you find entries called 'SPEL' or 'WEAP' or even 'ARMO' or 'AMMO'.

Once you found what you want, use player.additem or player.addspell to get them.

If it's an item, you need to specify a quantity at the end. For example, 'player.additem 0001AC43 1'.

If it's a spell, you'll also need to use 'player.equipspell <refcode> left' (or right, if you want to equip the spell in the right hand.) You may even have to do player.equipitem, if it's a weapon that's not set to show up in your inventory.

NOTE: If you put the spell in the wrong hand, it will mess up the monster so it can't attack at all. If this happens, setrace to another monster and then set it back and try the other hand.

At this point, you are ready to create a new shape shifting spell that will allow you to transform into this creature at will! To learn how to do this, click through the link to part 2: How to Create New Shape Shifting Spells in Skyrim.

Comments

Robert 2 months ago

Shit i dont even get step 2 done.

I think i do alright with the skeleton.nif but not able to get it working ;(

Why dont u just release the mod already?

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Still not quite finished adding everything I would like to add. :] aaaand the video still isn't at 20,000 views yet.

Robert 2 months ago

20 thousand? -_- well lets hope u get those soon.

Can u explain me what iam doing wrong? i have those skeleton.nifs in my created /meshes/actors folder, but it doesnt seem to work and i realy dont know why. Did i forget somethin?

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Did you copy the camera bones correctly? Did you go through and change the txt names for each of the 5 parts? If they are in the correct directories, it must have something to do with incorrectly modifying the skeleton.nif camera bones.

Robert 2 months ago

i got it already the path was wrong.

its not meshes/actors/what ever monstername, its meshes/actors/monstername/character assets/skeleton.nif

managed to get my dragon attacking, but as u said iam not able to make him hit any target no matter what i do :(

cant fly either...just shout over and over...

wondering if i ever get my dragon for a flight...

Crimsonfilm 2 months ago

uhmm... is it normal for my character's skeleton.nif file to have only one value on the left side when I load it up using the NifSkope?

Crimsonfilm 2 months ago

nevermind, I was looking at the block list instead of block details xD

Crimsonfilm 2 months ago

crap, okay, I can't find the "3d Camera" that you mentioned x.x

Crimsonfilm 2 months ago

like... I'm using the dragon priest, and all I can find is "3rd Person"

Crimsonfilm 2 months ago

nevermind, I got it... I'm so horrible D: you can delete all my other comments xD

robert 2 months ago

Jared can u tell me the Parameters to make a dragon Hit? Iam trying Hard but nothin is working

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Robert, if you're changing the bounding box so the dragon's head is sticking out and it's still not hitting, go in Creation Kit and under DragonRace (or whatever race it is) change the unarmed damage under the combat data tab.

kyle 2 months ago

so, how does one load the files to nifskope? it just says this whenever I try

""failed to load file header (version 14020007, 20.2.0.7)""

"failed to load nif from 'C:/Program Files (x86)/Steam/steamapps/common/skyrim/Data/meshes/actor/characterskeleton.nif'"

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

You need Throttle Kitty's Skyrim XML file for it.

kyle 2 months ago

is that from nifskope? googled it but im not sure which one to get

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Yes, it's an add-on for nifskope. You can get it from here:

https://github.com/throttlekitty/nifxml

kyle 2 months ago

so after downloading, what do i do with it?

kyle 2 months ago

and now all the files are .hkx

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

.hkx are animations. You don't need to mess with those until you're inside the creation kit to enable the attacks. Put it in the Nifskope folder and say yes when it asks you to over-write the old one.

Now you'll be able to open the skeleton.nif files from Skyrim.

kyle 2 months ago

still doesnt work, i replaced the file, and got this

""failed to load file header (version 14020007, 20.2.0.7)""

"failed to load nif from 'C:/Users/Kyle/Desktop/meshes/actor/skeleton.nif'"

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Are you sure that it over-wrote the old one?

If so, I have no idea why that could be happening. Mine works fine and so does everyone else's that I've helped with this.

I just barely released my mod though, so if you want all of the polymorph spells already made, you can download it here:

http://rapidgator.net/file/470124/Master_Shape_Shi

Be sure to read the read me file as it explains how to use it. :]

If you would still like to make your own shape shifting mod, however, I would google your error that you're getting and see if anyone else has had that issue and what might be causing it.

Best of luck!

kyle 2 months ago

just figured out 7zip does .rar files, downloaded your mod, this is awesome! thanks a ton

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

Any time, man. :] Version 2.8 is coming soon with some great changes like visual effects for the spells and no longer having to complete the companions guild to get them to work, so stay tuned.

Djile 2 months ago

to fix the camera i've tried to export the file but i don't really understand where i'm suppose to put the "skeleton.nif". U said to use the Data/Meshes/... but in the Data directories i don't have Meshes.

rayhaku 2 months ago

Hmm, my monster is invisible, I even did the copied morph data part correctly.

jaredbangerter profile image

jaredbangerter Hub Author 2 months ago

You must have accidentally made a mistake somewhere along. However, I released my most recent version of the shape shifter mod so you could just get that. Here is the link:

http://skyrim.nexusmods.com/downloads/file.php?id=

rayhaku 2 months ago

I guess I could just do that. I was hoping to only use bear and sabrecat. Thanks anyway for the reply though.

Buff the bear's defense, stam, and hp.

Then give the cat increased attack speed, movement speed, and stealth.

SpiritFireSoldier 2 months ago

Jared, I am new to this. I did follow your steps, but when I got to the "camera 3rd" part, I got lost. At my end, there seems to be no 'camera 3rd' listed. All I see is '3rd person', which I am guessing is not the same thing.

Can you help me?

Vincent Valentine 2 months ago

Please help. Where do i put the skeleton.nif file after I am at the end of step 2. If its in the meshes file, how do i get it in there. Thanks in advance.

Kat 2 months ago

Is there a other kind of Fallout Mod Manager? as its a bit hard to follow it all as I don't have fallout and the instalion wants me to add the game...

NinJim 8 weeks ago

total thanks bro, I couldn't figure out what I was doing wrong. Throttle Kitty's Skyrim XML file was what I was missing.

Aezeal 5 weeks ago

I'm trying this with a steamcenturion (which does have a copied race I'm actually using which didn't change anything in body section or anything)

But after doing this tutorial I still have camera between legs and before I did this he could attack and now he can't....

Is there something special with that creature type or is it me (and in that case what did I do wrong).

Aezeal 4 weeks ago

Forget my comment; today it did work (w/o additional changes) must have been something in CK or skyrim, even though I used a clean save.

Zac 4 weeks ago

Um I'm making a Slaughterfish transformation and whenever I try to turn into one it crashes to the desktop

Ryan 3 weeks ago

listen i really really really really really really really really really really really really really really really really really really really really v reallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreally want this mod so can u plz plz plz plz plz add at least a pre version because i cant do this cause im 10 and nothing works nifskope dont work and i dont own fallout

Ryan 3 weeks ago

hey anyone who got it to work can u uplode it cause this der brain wont even if it has errors i want it

Ryhor 3 weeks ago

I cant fix the camera. Could you look at this and say what the problem is?

http://files.mail.ru/W1JKI4

Ryan 3 weeks ago

hey im stuck with the camera thing cause i dont know how to get the skeleton.nif file in the skyrim meshes please help ive wanted to be certan creatures in skyrim for ages

Shayne 42 hours ago

Whenever i go to extract the skeleton.nif it brings up a window, and i find data and meshes but it asks me to save to or overwrite the entire meshes directory. Can someone help?

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