Well, folks, time to roll up our sleeves and go for work!
I will post the process of creating the Cimmerian Race in separate, consecutive posts, so I can take some breaks and you can follow the process more easily.
The process is actually easy, but requires some handwork. So, without further ado, let's go! ¡Música, Maestro!
Note: if you're running under Windows Vista or higher, be sure to NOT have your Oblivion (nor Steam if applicable) installed on C:Program Files. This causes lots of trouble with UAC. Move your installation to an external folder out of Program Files, preferably directly on C:
STEP ONE: SETTING THE ENVIRONMENT.
Tools needed:
NifSkope, The Construction Set Extended, your OS File Manager, winzip or winrar and internet access.
Game requirements:
Latest Oblivion version (1.2.0416), latest Stable Release of OBSE, latest version of Blockhead, latest version of OCO v2 (version v2.2). OCO is required to ensure that OBSE and Blockhead are properly installed and running. Also, we'll take some assets and resources from Nuska's work.
Having Shivering Isles and the rest of DLCs is not necessary, as wel it's unnecessary to have the Unofficial Patches. If you have all of it, good. If you don't have any of them, don't worry.
Let's create our folders structure to accommodate our mod. We need to have the following folders:
(Main Game folder, usually Oblivion)\Data\Meshes\Characters\Cimmerian We will put here all the files needed for the heads, as well all the shared meshes for our race, the gender-irrelevant ones, if any. If we're going to use custom hairs, we will put them here (or create a separate subfolder for them, Data\Meshes\Characters\Cimmerian\Hair).
Data\Meshes\Characters\BodyAssetOverrides This is the main folder where all the meshes used by Blockhead are stored. It's vital that the folder is named exactly like this, the name is case sensitive. if you name it other than BodyAssetOverrides Blockhead will fail to work.
Data\Meshes\Characters\BodyAssetOverrides\PerRace This is the folder where all the meshes used on a whole race are stored. There are other folders that can be used, like PerNPC, but we don't need them now.
Data\Meshes\Characters\BodyAssetOverrides\PerRace\M In this sub-folder we will put all the meshes that are to be used by Male characters of our Race.
Data\Meshes\Characters\BodyAssetOverrides\PerRace\F Same as before, but for Female characters.
Bear in mind that Blockhead doesn't know if you put the correct mesh in the correct folder. If you put a femaleupperbody in the M folder, all our Cimmerians will sport Angelina Jolie-like frontals.
Data\Textures\Characters\Cimmerian We will put on this folder the textures for the head pieces, as well all the shared, gender-insensitive textures used by our Race. As with the main Meshes folder, if we're going to use custom hairs, we will put them here (or create a separate subfolder for them, Data\Textures\Characters\Cimmerian\Hair).
Data\Textures\Characters\Cimmerian\Male The folder for our male textures.
Data\Textures\Characters\Cimmerian\Female The folder for our female textures.
STEP 2: GATHERING RESOURCES
Now that we have the folders to store our resources, we need to pick them up. In order to it, we need Room207 BodyBuilder Male Body Replacer v52 or Robert2 Male Body Replacer v52 (only Rooms' one contains the Wideneck version. For the Widenck version textures, we will also need the Robert Body Resource Pack v5 available as an optional download for RMBR v52)) and Robert2 Female Body Replacer v13 (if we want our Cimmerian Chicks to have different breast sizes than the Average included in RFB, we need Aridale's ANB Roberts Cup Sizes). If we want our Cimmerian babes to have HGEC Body, we need any of the HGEC-based Body Replacer availables. The same for Fantasy Figures. It's irrelevant if it's installed on our game or not. We can have Robert Females for vanilla women and SuiGuts Triple Watermelons body for our poor Cimmerian women. Your choice.
For Male Cimmerians:
Failsafe files: we need some files to be sure that, if Blockhead fails to work, our game will not crash. The files needed are all the ones related to the head that will be overriden by Blockhead. So, we go to our Data/meshes/characters/imperial and select the files
headhuman.nif
headhuman.tri
headhuman.egt
headhuman.egm
mmouthhuman.nif
mmouthhuman.tri
mmouthhuman.egm
(mouths do not use the egt files because they are not affected by the complexion slider).
and copy and paste them inside our folder
Data\Meshes\Characters\Cimmerian
we can rename the files as headcimmerian.nif if we want, but it's not necessary. These files are also mandatory to set the meshes paths in the CSE if we're not using the vanilla file paths. And we're not.
Now, to our custom meshes.
Head:
If we want to use the Wideneck version (head with wider neck, as real bodybuilders have) open Room207 zip file with winzip or winrar and navigate to Resource\wideneck\head. Select all files on it and drag and drop them to a temporary folder in order to avoid overwriting the equally-named failsafe files.
We will use these meshes only for Conan! Valeria will not be able to use them due the different neck size. In order to tell Blockhead that these meshes are only for male Cimmerian, we will rename the files to match the Failsafe files, adding the _m suffix to them:
headhumantk7bodybuilder.nif = headhuman_m.nif
headhuman.tri = headhuman_m.tri
headhuman.egm = headhuman_m.egm
headhuman.egt = headhuman_m.egt
mouthhumantk7.nif = mmouthhuman_m.nif
mouthhuman.tri = mmouthhuman_m.tri
mouthhuman.egm = mmouthuman_m.egm
If you decided to rename the head pieces as headcimmerian and mouthcimmerian, just rename Rooms' ones the same way, with the _m suffix.
As soon as you have these files renamed, drag and drop them into our
Data\Meshes\Characters\Cimmerian
WARNING: The Wideneck version is a modification of Throttlekitty's Head06 head and is INCOMPATIBLE with the vanilla or Nuska's head textures. We will address this later.
The standard neck version is just the vanilla head, or Nuska's human head. If we want to use the standard neck version, go to Data\meshes\characters\imperial and select all the files that already have the _m suffix on them (4 in total), and paste them in our Data\Meshes\Characters\Cimmerian folder.
For both wideneck and standard neck versions, we don't need custom eyes, ears, teeth nor tongues, so we will use the ones already set in the CSE.
Body:
Fortunately, there are only four files needed for bodies, so this section is shorter and less time-consuming.
The Wideneck version is located inside Resource\wideneck\body of Rooms zipped file. Take the two files contained there
handwristwide.nif
upperbodyneckwristwide.nif
and drag and drop them to
Data\Meshes\Characters\BodyAssetOverrides\PerRace\M
and once there rename them
Cimmerian_Hand.nif
Cimmerian_UpperBody.nif
Now go back to Rooms zipped file, and navigate to Data\meshes\characters\_male and take the files
foot.nif
lowerbody.nif
and drag and drop to our PerRace\M folder, and once there, rename them
Cimmerian_Foot.nif
Cimmerian_LowerBody.nif
Be careful: Blockhead naming convention is CASE SENSITIVE. You need to rename the files EXACTLY as I've put them. After the Race name goes an UNDERSCORE DASH _ NOT A STANDARD DASH - (I made this mistake several times). Note that we've not put the _m suffix. Blockhead will know where the male mehses are looking at the folders.
Now a warning: I don't know how did Nuska implement her egt. files (the ones that control body texture sliders), and the ones I tried for my Abysmer race seem to not work. My Abysmer, however, seem to work fine with the vanilla ones (the game will apply the vanilla egt files if no other are set) even if I delete my custom egt files and leave the game on its own. So we're going to skip the egt files for our Cimmerian body.
If we're using the standard neck version, we just go to Data\meshes\characters\_male of Rooms zip file, take the FOUR files there, drag and drop to our PerRace\M folder and rename them as instructed.
Now a break, and then we're going for the textures.
To be continued.
Cheers!
POST DATA: If any of you more experienced modders see errors, omissions or ways to improve this tutorial, please feel free to point it to me and help me to make it better.
Edited by IkeCoast, 11 February 2014 - 11:21 PM.