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Badly Need Assistance Changing the Model on my Container


Nitewynd01

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Hi, I'm pretty new to modding and I'm creating a player home.

 

I've already created several new containers by editing the existing container and saving as a new form but when I try to change the model to make my chest look like a crate or a basket I'm not getting anywhere.

 

I've looked at several different tutorials on retexturing but I'm thinking these are a little beyond what I want to do (for now). I don't want to reinvent the wheel, I just want to change the model on my container from one existing nif to another existing nif. I've already used BSAopt to unpack the nifs that I want to use. However, when I try to actually use one of them, I get an Invalid file path error; even though, I created my "Unpacked" folder under Data like the tutorials say to.

 

Do I really need to follow all of the other steps outlined in the retexuring tutorials or am I missing something?

 

Please, please, help! Any and all assistance will be greatly appreciated. :smile:

 

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SO as far as the path goes. If you allready have your new nif (the chest that looks like a basket or whatever) You can put that nif in skyrim/data/meshes/MYMOD (mymod would be your mods mesh folder... call it what you want). In the CK you can then place a normal Chest and edit it to use the model you just created (the basked looking one).

 

Ofc i cant tell if your nif is ok and working without seeing it :wink:

 

You dont have to unpack the files in the skyrim/data folder. I keep them all in "d:/Output" edit them there and then copy what ever file i want to use in the CK to the skyrim/data/... folder. Its pretty clean if you do that

 

Im not sure if you can just set tha model ath in the CK to a "non container" model or if you actually need to make a container that looks like something else by editing it in nifskope. But even if that should not be a big problem

 

Ok i usually do not build interiros or so in the CK but i tried it out and you can jzst playe a normal chesk like you would norally do. Rightclick it in the Cell view windo - Edit - Edit Base. Ther you can change the model to a basket or what ever. I guess you should Duplicate the base object first and rename it so when you change the model only your chest changes and not all chest in the game that use the same base object... what ever you know the drill^^

Edited by mastabenja
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I'm new to modding too, but if you don't get any help on what your trying to do. try starting with a static crate or basket & add a trigger to it to a container hidden under the floor.

That's how I made the potion rack in my house mod.

Use the DefaultActivateLinkedChest trigger with an ActivateLinkedChestDummy script & in the primitive tab tick player activate & link it to any chest & then drag the chest out of sight.

 

Edit: too slow, Ignore this.

Edited by olnorton
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Maybe the problem is that you are trying to enter the file location for the nif wrong? I had a problem with it until I noticed I had to go back with the folder arrow to the "mesh" folder and manually enter the wanted nif location like so for example:

 

architecture\markarth\mrkkeepdoorwaymain01_MODEDbyMEorMESHfromGAME.nif

 

right where it asks you for the nif mesh name ? is this what you are doing? This works for me...

Edited by rockyourazz
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