Difference between revisions of "Category talk:Items"
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Ohh I see. 3DSMax is the devil though. Looks like I got some trial and error ahead of me. [[User:FViral|FViral]] 10:34, 28 March 2006 (EST) | Ohh I see. 3DSMax is the devil though. Looks like I got some trial and error ahead of me. [[User:FViral|FViral]] 10:34, 28 March 2006 (EST) | ||
Hey, I'm trying to create a new armor set. I altered the properties of the Glass set and created the New Form every time so I could get the Glass graphics on my personalized set. After finishing that up, I saved my plug-in and tried to test it on Oblivion. | |||
I had planned on just player.additem'ing the items onto myself, but when I tried this with the ObjectID's that the CS spawned for my items, it gave me some "non-existing" error and said that there was no item tagged with that hexidec code. Anyone know what could be the problem here? I've been trying to diagnose it all night with no success. |
Revision as of 23:54, 31 March 2006
How do I set the .nif and .dds values? Where are these files stored on my computer?
Additionally, how do I create my own item icons and models FViral 17:49, 26 March 2006 (EST)
The .nifs and .ddses are stored within the .bsa files in your /Oblivion/Data directory. You can use the tes4bsa found on that page. We could also use an update on our link to it (BSA_Exploder) to explain how to use it for those completely unfamiliar with command line utilities.
Not actually sure about icons, but models will require 3DS Max 5.5 (I think that's the right version) and the 3DS to NIF convertor that Bethesda has/will provide. The program is difficult to find, very expensive, difficult to learn, etc, etc. Hopefully an artist can answer your questions better. --Stickman 17:29, 26 March 2006 (EST)
Eww command line...
I am already farmilliar with 3DSmax so that's one down. In the mean time I'll play with the unpacker utility. There is no chance of me damaging my .bsa files is there? FViral 17:52, 26 March 2006 (EST)
Responded at BSA_Exploder Talk. --Stickman 19:19, 26 March 2006 (EST)
I'm getting a wierd 'Invalid directory' error when I try to point the CS at a .nif file. Anyone else having this sort of problem? I've put the file a couple different places, and I'm having no luck. --DragonRB 19:21, 27 March 2006 (EST)
To fix the 'invalid directory' error when loading an extracted resource, they must be in the right place otherwise the editor will not be able to load it.
Example: If you wish to load: "\meshes\clutter\books\folio01.nif" It must be located here: "\Oblivion\Data\Meshes\meshes\clutter\books\folio.nif"
The same setup goes for textures and sounds, they must be in directories within your Oblivion\Data\ directory. I'm not sure exactly how the compleate directory structure must look, but thats how I got importing meshes to work for me. --WabyFella 01:51, 28 March 2006 (EST)
Ohh I see. 3DSMax is the devil though. Looks like I got some trial and error ahead of me. FViral 10:34, 28 March 2006 (EST)
Hey, I'm trying to create a new armor set. I altered the properties of the Glass set and created the New Form every time so I could get the Glass graphics on my personalized set. After finishing that up, I saved my plug-in and tried to test it on Oblivion.
I had planned on just player.additem'ing the items onto myself, but when I tried this with the ObjectID's that the CS spawned for my items, it gave me some "non-existing" error and said that there was no item tagged with that hexidec code. Anyone know what could be the problem here? I've been trying to diagnose it all night with no success.