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hucifer

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About hucifer

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    Skyrim, Tribes Ascend Beta, BF3

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  1. I did the custom ground meshes by copying all the data from the the Wolf armor ground meshes, so all the peripheral stuff like INV markers and BSXFlags should be identical. I'm baffled, I gotta tell you.
  2. Hey guys I got a couple of standalone armor mods on the go at the moment and the only major bug I haven't been able to fix yet is getting custom ground meshes to show up the crafting window or inventory window without the game crashing. I've been using TESVSnip to point the filepath in the MOD2 subrecord to the new meshes, and while they do sometimes show up in game before the game crashes, it seems they just make everything unstable. At first I thought it was the process of changing the MOD2 data, but the same thing happens even when I just use the meshes as replacers. I swear I've been over everything in Nifskope 20 times and the meshes themselves look fine. Has anyone else experienced this or can think of something I may have missed?
  3. There are hidden stats which make the races slightly different in terms of melee damage output, but AFAIK it's all about the scale of the character and not the race, per se. I wouldn't worry about it too much, though. The differences are very small, so as to be more or less negligible. There's a forum thread on it here.
  4. Okay, I had a quick look and I think I found the problem. For each new model you want to add to the game as armor, you need two meshes (e.g. dragonscalehoodm_1.nif and dragonscalehoodm_0.nif) so that the game can adjust the size of the model from small to large, depending on the character. As you only have Dragonscalehoodm_1, the game presumably can't deal with it and so loads the default mesh. I can't explain why it was showing in your game, but I couldn't even get the correct model to load in mine. The answer I think would be to add the "0" mesh for male and female versions (so you would have four in total in your new meshes folder). It should work then.
  5. Can't think of anything obviously wrong in your methodology. It's bound to be something tiny you forgot to do. If you like I could take a quick look at it to see if anything is noticeably wrong. Zip everything up and send me the file if you want a fresh set of eyes on it.
  6. I suppose the idea of testing them yourself never occurred to you.
  7. So you've created a new folder for your mesh at data/meshes/armor? It should just be a case of editing the new item's properties in the Armature list and changing the file path for the model to use your new mesh, and also making sure your DragonscaleHood entry in the Armors > Helmets list is set to use the new model. Other than that, I'm not sure what the issue might be. EDIT: I've just realised that my first commented might have been misleading. Don't RENAME the DragonscaleHelmet entries, but make a copy of them and set a new name for the hood. If you rename the original entries, you'll obviously just end up using the vanilla helm.
  8. I'm a newbie at modding, myself, but I do have some experience at doing this particular job. The easiest method is to use SkyEdit to create a brand new item so the game won't replace existing models/textures (duh!). In SkyEdit, load up Skyrim.esm (do NOT set it as Active), look for the Dragonscale helmet in the Armature and Armors item lists, create a copy of each entry and call it what you want (e.g in Armors > Helmets, rename ArmorDragonscaleHelmet to ArmorDragonscaleHood). Then you can edit the new item however you want - change the textures, meshes, armor rating, enchants etc. and it won't affect the default Dragonscale Helmet. Bear in mind that Khajiit and Argonians need their own specific meshes added separately in the Armatures list. To make the item craftable / improvable you have to add recipes in the Forge / Armor Table categories respectively. When you've made your changes, just "save as..." to create your new plugin. Happy modding. -h-
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