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Difference between revisions of "Blender/Creature Meshes 101"

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510 bytes added ,  09:46, 20 August 2006
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Clicking OK was neccessary here to get the CS to load the models and animations. We directly reopen the dialog, and ''activate our modded model''.
Clicking OK was neccessary here to get the CS to load the models and animations. We directly reopen the dialog, and ''activate our modded model''.
{| width="30%" align="right" style="background:#aaffaa;"
| '''HINT'''
The CS will crash on you like there's no tomorrow. Save early, save often. And backup your saves, too, because crashes can destroy your .esp.
|}


* In the right pane, a new entry "oursheep" appeared in Actors>Creatures>Creatures, select that
* In the right pane, a new entry "oursheep" appeared in Actors>Creatures>Creatures, select that
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* close the Construction Set
* close the Construction Set
* run Oblivion
* run Oblivion
* activate your mod
* open the console
* open the console
* type the player.placeatme command with your FormID in it
* type the player.placeatme command with your FormID in it
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* in the Block List, open Scene Root>NiTriShape>NiTexturingProperty
* in the Block List, open Scene Root>NiTriShape>NiTexturingProperty
* set the value of the NiSourceTexture in there to textures\creatures\goat\goat.dds
* set the value of the NiSourceTexture in there to textures\creatures\goat\goat.dds
== Where to go from here ==
Now you know almost everything I learned in the last two weeks. So, what do you do now?
* create a decent goat, which behaves like the deer
* post screenshot here
* make a full blown mod
* post link to that here
I expect to hear from you!
Anonymous user

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