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2) Select both skeleton and the mesh and go to edit mode, scale them up
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
4) Export the mesh with the skeleton and paste them inside your mod to character/meshes/female_skeleton and male_skeleton folders respectively
5) Open FCS and make a new race for the Behemoth, set its mesh to be the new mesh you just made for both genders
6) Make a new animations file and add the new skeleton to that. Add that new animation file to the new race
7) Make a new custom start and have a character spawn as this new race. Edit the appearance until you are happy how the character looks like. You might have to adjust the editor_limits file for this race and redo this step a few times to get the minutiae to your liking.
8) Export the character body (unique name so you know which it is)
9) Navigate to your ..\Kenshi\data\character\bodies\export folder and move the body file you just made inside your mod's character\bodies folder. (If you do not have one, make one)
10) Open FCS and create a new character file. Add this new bod to the character. Add the new race to it. Add a stats file to your character. You need to adjust its strength and moving speed up a lot to meet the expectations of a large creature.
11) Make a new custom start or just edit the start you already made. Make the start have this new character.
12) profit
P.S. I did some industrial espionage on the Mopsisgone's humongus whistler. They did not really redo the stats to meet the speed requirements and the animations are off. So I am guessing they only did the minimum effort. A huge character like this is not really good for any actual gameplay, cannot go indoors or interact with production benches. Fighting is also way off, I am pretty sure the enemies cannot be stamped on.
1. mesh won't stay the size I make it
2. mesh isn't Robot_Variant01.mes and IDK how to make it
if i fix these then it will be complete I think
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
IDK how to do this lool :(, amazing written tutorial by the way I've got EVERYTHING down except that, idk what it looks like
im gonna watch this
One keyframe at a time. I do not blame Mopsisgone only doing the walking and mandatories.
That video does not really help doing humanoid animations. Mine is better for beginners: https://www.youtube.com/watch?v=U0XpZUQV6CQ
you must know, if you use the inverse kinematics you need to remove them before exporting. and that might be tricky.