Difference between revisions of "How to use custom resources"

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==Get your resources in order==
==Get your resources in order==
If you are using a modders' resource, you will need to download and install [[NifSkope]]. It's free. Do that first, then come back here. I'll wait.
If you are using a modders' resource, you will need to download and install [[NifSkope]]. It's free. NifSkope is a utility that edits [[NIF file]]s, the 3-d models (we usually call them [[:Category:Meshes|meshes]]) used in the Oblivion game world. Modders' resources often contain new meshes, and if you're looking to add new objects to your mod, you need to know the basics of getting them into the game.
 
Now that you have NifSkope installed, you need to know why. NifSkope is a utility that edits [[NIF file]]s, the 3-d models (we usually call them [[:Category:Meshes|meshes]]) used in the Oblivion game world. Modders' resources often contain new meshes, and if you're looking to add new objects to your mod, you need to know the basics of getting them into the game.


Before you do anything else, make some folders to stay organized. Under ~Oblivion\Data, create the following, adapting for your name and mod name:
Before you do anything else, make some folders to stay organized. Under ~Oblivion\Data, create the following, adapting for your name and mod name:
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If you haven't already, open up your NIF in NifSkope. Expand all the + signs so you can see the [[:Category:Textures|texture]] paths. This is how the game knows what textures to use for what mesh; it is stored inside the NIF file. Copy all those textures to your mod's texture folder, renaming them to stay organized. Then right-click on the texture paths in NifSkope, one at a time, and browse to your copies. When you are done, save the NIF file.
If you haven't already, open up your NIF in NifSkope. Expand all the + signs so you can see the [[:Category:Textures|texture]] paths. This is how the game knows what textures to use for what mesh; it is stored inside the NIF file. Copy all those textures to your mod's texture folder, renaming them to stay organized. Then right-click on the texture paths in NifSkope, one at a time, and browse to your copies. When you are done, save the NIF file.


To go with the textures that you copied into your folder, you must also copy the [[normal map]]s that go with them and put them in the same folder. Normalmaps are the *_n.dds files. If your texture is redsofa.dds, then the normalmap is redsofa_n.dds, and must be in the same folder with it. The game knows where to look for these files automatically; all you have to do is put them in the right folder with the right name.
To go with the textures that you copied into your folder, you must also copy the [[normal map]]s that go with them and put them in the same folder. Normal maps are the *_n.dds files. If your texture is redsofa.dds, then the normal map is redsofa_n.dds, and must be in the same folder with it. The game knows where to look for these files automatically; all you have to do is put them in the right folder with the right name.


Now you have your own copies of the resource's mesh and textures for your mod. When people install your mod, there is no risk of your files overwriting something already on their drive. It also frees you up to alter your copies as you like without worry.
Now you have your own copies of the resource's mesh and textures for your mod. When people install your mod, there is no risk of your files overwriting something already on their drive. It also frees you up to alter your copies as you like without worry.
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*If your object is shown with a giant yellow ! or WTF sign, your file path in the CS is incorrect, or your NIF file is in the wrong place, misnamed, or not there.
*If your object is shown with a giant yellow ! or WTF sign, your file path in the CS is incorrect, or your NIF file is in the wrong place, misnamed, or not there.
*If your object is bright pink, your texture paths in the NIF file are not correct, or the textures are in the wrong place, misnamed, or not there.
*If your object is bright pink (or sometimes solid black), your texture paths in the NIF file are not correct, or the textures are in the wrong place, misnamed, or not there.
*If your object is invisible, your normalmap is misnamed, in the wrong place, or not there.
*If your object is invisible, your normal map is misnamed, in the wrong place, or not there.


==See Also==
==See Also==
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