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Difference between revisions of "Blender/Creature Meshes 101"
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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! |