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.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.tesnexus.com/downloads/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=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.tesnexus.com/downloads/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.tesdb.com/files/file.php?id=2097 Oblivion Mod Manager]
* [http://www.tesnexus.com/downloads/file.php?id=2097 Oblivion Mod Manager]
* 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])
* 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])


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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.tesdb.com/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.tesnexus.com/downloads/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.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.
[http://www.tesnexus.com/downloads/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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