Difference between revisions of "How To Create New Re-Textured Items"

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==Required Tools==
==Required Tools==
* [http://www.7-zip.org 7-Zip] (this allows you to compress your mod files into a single compressed file)
* [http://www.7-zip.org 7-Zip] (this allows you to compress your mod files into a single compressed file)
* [http://www.tessource.net/files/file.php?id=3311 BSA Commander] (this will allow you to open '''Oblivion - Textures - Compressed.bsa''' and extract DDS Textures)
* [http://www.tesdb.com/files/file.php?id=3311 BSA Commander] (this will allow you to open '''Oblivion - Textures - Compressed.bsa''' and extract DDS Textures)
* [http://www.tessource.net/files/file.php?id=8698 DDS Converter 2] (this will allow you to convert DDS files into PSD Photoshop files and then back to DDS format when done)
* [http://www.tesdb.com/files/file.php?id=8698 DDS Converter 2] (this will allow you to convert DDS files into PSD Photoshop files and then back to DDS format when done)
* [http://niftools.sourceforge.net/wiki/NifSkope NifSkope] (this updates the texture paths in the NIF files)
* [http://niftools.sourceforge.net/wiki/NifSkope NifSkope] (this updates the texture paths in the NIF files)
* [http://www.tessource.net/files/file.php?id=2097 Oblivion Mod Manager]
* [http://www.tessource.net/files/file.php?id=2097 Oblivion Mod Manager]
* A Graphics Editor (such as [http://www.tessource.net/files/file.php?id=11909 Paint.NET], [http://www.gimp.org GIMP], [http://www.tessource.net/files/file.php?id=11895 GIMPShop], [http://www.paintshoppro.com/ Paint Shop Pro] or [http://www.adobe.com/photoshop Adobe Photoshop])
* A Graphics Editor (such as [http://www.tesdb.com/files/file.php?id=11909 Paint.NET], [http://www.gimp.org GIMP], [http://www.tesdb.com/files/file.php?id=11895 GIMPShop], [http://www.paintshoppro.com/ Paint Shop Pro] or [http://www.adobe.com/photoshop Adobe Photoshop])


==Preliminary Work==
==Preliminary Work==
# Determine a brief and descriptive name for your project.  For this tutorial, we will use MyMod and pretend it is descriptive.
# Determine a brief and descriptive name for your project.  For this tutorial, we will use MyMod and pretend it is descriptive.
# Determine a unique abbriviation of your project name to be used as the prefix to every ID you use in the plugin.  Example: MyMod.
# Determine a unique abbreviation of your project name to be used as the prefix to every ID you use in the plugin.  Example: MyMod.
# Install BSA Commander, DDS Converter 2 and NifSkope.
# Install BSA Commander, DDS Converter 2 and NifSkope.
# Use BSA Commander and extract Oblivion BSA files to someplace you have room.
# Use BSA Commander and extract Oblivion BSA files to someplace you have room.
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You can enchant these items as well.  If you do so, I recommend creating two versions...one set enchanted and the other non-enchanted.  After creating the normal versions, you can quickly create enchanted versions by opening your item, such as '''MyModLongsword''' and changing the ID to '''MyModEnchLongsword''' and clicking OK and answering YES to create a new form.  Once you do this for all your items, you will have a new group of items with '''Ench''' in the ID to let you know which ones are to be enchanted.
You can enchant these items as well.  If you do so, I recommend creating two versions...one set enchanted and the other non-enchanted.  After creating the normal versions, you can quickly create enchanted versions by opening your item, such as '''MyModLongsword''' and changing the ID to '''MyModEnchLongsword''' and clicking OK and answering YES to create a new form.  Once you do this for all your items, you will have a new group of items with '''Ench''' in the ID to let you know which ones are to be enchanted.


Follow this tutorial for creating enchantments but you only need to read the section called '''Enchant the New Item''' since you have already done everything else: [http://www.tessource.net/tutorials/tutorial.php?id=53 How To Add Items and Enchantments]
Follow this tutorial for creating enchantments but you only need to read the section called '''Enchant the New Item''' since you have already done everything else: [http://www.tesdb.com/tutorials/tutorial.php?id=53 How To Add Items and Enchantments]


==Object Placement==
==Object Placement==
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If you are using Construction Set version 1.2, the internal version number of the .esp plugins it creates is version 1.0 and requires at least Oblivion 1.1.511 before it even acts like the plugin is installed.  If you created a plugin that doesn\'t really require anything from Oblivion 1.1 or 1.2 patches, use a tool to back-rev the internal version number from 1.0 to 0.8 as the last thing you do before packaging your mod.
If you are using Construction Set version 1.2, the internal version number of the .esp plugins it creates is version 1.0 and requires at least Oblivion 1.1.511 before it even acts like the plugin is installed.  If you created a plugin that doesn\'t really require anything from Oblivion 1.1 or 1.2 patches, use a tool to back-rev the internal version number from 1.0 to 0.8 as the last thing you do before packaging your mod.


[http://www.tessource.net/files/file.php?id=11680 ESPluginCracker] does a good job at determining which version number your .esp plugin is at as well as setting it to 0.8 or 1.0.
[http://www.tesdb.com/files/file.php?id=11680 ESPluginCracker] does a good job at determining which version number your .esp plugin is at as well as setting it to 0.8 or 1.0.


Here is a tutorial for more information: [[How To Back-Rev Your Plugin]]
Here is a tutorial for more information: [[How To Back-Rev Your Plugin]]
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# Create a temporary distribution folder to place all your files in such as C:\MyMod\
# Create a temporary distribution folder to place all your files in such as C:\MyMod\
# You can manually copy all your files over or you can use a helpful utility called [http://www.tessource.net/files/file.php?id=8489 TES4Files] that will do most of the work for you. (Tutorial: [[How To Prep Mod Files Using TES4Files]])
# You can manually copy all your files over or you can use a helpful utility called [http://www.tesdb.com/files/file.php?id=8489 TES4Files] that will do most of the work for you. (Tutorial: [[How To Prep Mod Files Using TES4Files]])


  C:\MyMod\Meshes\Armor\MyMod\
  C:\MyMod\Meshes\Armor\MyMod\
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# Set all of the field names, add a short description in the description button, add a screenshot and click Create
# Set all of the field names, add a short description in the description button, add a screenshot and click Create
# Now that we have an OMOD created, we need to follow [[How To Convert an OMOD to an OMOD-Ready Archive]] by right-clicking on the OMOD name and select Convert To Archive.  Name it something like MyMod 1.0 OMOD-Ready.7z and then answer Yes to include OMOD Conversion Data.
# Now that we have an OMOD created, we need to follow [[How To Convert an OMOD to an OMOD-Ready Archive]] by right-clicking on the OMOD name and select Convert To Archive.  Name it something like MyMod 1.0 OMOD-Ready.7z and then answer Yes to include OMOD Conversion Data.
# Take this new OMOD-Ready archive and related screenshots and [http://www.tessource.net/tutorials/tutorial.php?id=31 upload it to TESSource.net].
# Take this new OMOD-Ready archive and related screenshots and [http://www.tesdb.com/tutorials/tutorial.php?id=31 upload it to TESDB.com].


==Create a RELz Thread==
==Create a RELz Thread==
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==Reference==
==Reference==
[http://www.tessource.net/tutorials/tutorial.php?id=66 TESSource Tutorial]
[http://www.tesdb.com/tutorials/tutorial.php?id=66 TESDB Tutorial]


[[Category:Tutorials]]
[[Category:Tutorials]]
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