Mickyan Posted May 28, 2013 Share Posted May 28, 2013 Hey there,I'm new to skyrim modding, I've looked up some tutorials but they all seemed either incomplete or outdated so I figured I'd ask here I'm making a custom helmet, the equipped item works fine, made both standard and beast race versions and stuff, and it's my understanding that I need to make a third version to act as the dropped item, as right now both in my inventory and when dropped it shows up as invisible But I really have no clue how to do that, is there a specific tutorial somewhere? Link to comment Share on other sites More sharing options...
Mickyan Posted May 29, 2013 Author Share Posted May 29, 2013 Bump Link to comment Share on other sites More sharing options...
rarborman Posted May 29, 2013 Share Posted May 29, 2013 For armor there is generally 10 model types; default x2, argonian x2, khajiit x2, orc x2, world, and first person. For armor you need the Armor as well as the ArmorAddon, if you search any armor name in the creation kit it will have several parts like recipes and enchanted versions, but it will have an armoraddon, which is the what determines the worn model, and in all the armors in the model section will be the armoraddon, and in the armor the world model for male is what determines what it looks like in the inventory, with female world model overwriting male when the character is female, the world model is a static model and it is generally the mesh folded for show and imposed over the .nif of something like the bucket with its own collision shape or else it ends up small in the inventory. There is first person models for the hands and arms. If you know how to make helmet models I'm going to assume you can make a static .nif, so have at it. Link to comment Share on other sites More sharing options...
Mickyan Posted May 29, 2013 Author Share Posted May 29, 2013 Found out that the problem was with the .nif lighting shader properties which apparently didn't like being copy pasted around I have a very weird problem now though, it seems that the bumpmaps only get applied to half the model, even if they're actually supposed to be mirrored :blink: Link to comment Share on other sites More sharing options...
rarborman Posted May 29, 2013 Share Posted May 29, 2013 (edited) Did you make sure the shader was in the properties of the nishape or whatever after you copied it over? Is it mirrored on your worn model but not (what I assume is) your static model? Edited May 29, 2013 by rarborman Link to comment Share on other sites More sharing options...
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