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Trying to mod, er... mods.


Avatus Darius

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Posting this here looking for ideas.

 

I have been attempting to do some touch up work with a couple of the mods I have downloaded from nexus, and am having an issue.

 

My understanding insofar is such that you simply load Oblivion, the relevant files; and then set the mod you want to change as the active file.

 

I did this with the

Saerileth mod repeatedly over the last couple of days and experienced crashes.

 

What I intended to do was to change the body textures of the npc, to the ones supplied by the mod

A Salutrian Elf. I also made some changes to the equiptment she starts with, as I am in the middle of the game on my currently.

 

Didn't have any issues making the changes, however each and every time I attempt to save the file, so I can test it out, the Construction Set Crashes.

 

Anyone else have this problem and find a workaround? Also, is there somewhere on the forums that lists in detail how to change these things. I am learning by trial and error. Much more by error as of late unfortunately...

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you can only work on one plugin at a time in the CS, which may be your problem. When you are selecting the things to work on in the CS, you can select any number of master files (.esm), but only one plugin file (.esp). The CS will let you select multiple plugins, but when you load, you click theOK button from the data files dialogue box, you may have issues and you will almost certainly have issues when you save.
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I see...

 

Thank you for clarifying that for me.

 

Perhaps then, there is a way I am unaware of that one can change the appearance textures of an NPC character without changing the racial class premade by the original author?

 

Specifically, I am trying to do this:

 

1. Change the Saerileth NPC appearance textures without changing any of the function of racial/class characteristics of said mod. My charcter is a male 'A Salutrian Elf' character. And the size difference between the two characters is rather irritating to me.

 

2. Change the starting equipment this mod comes with. Where I am in the game right now, with unleveled opponents, she wouldn't last 30 seconds.

 

 

That, and I am interested in doing some character creation in the future, and consider this project to be a precursor. It would seem that I have seen just that done in other mod threads. Specifically, where someone has changed the appearance of a mod NPC to something they find more pleasing. I am trying to learn more about how this is done. Both for my own game, and with some of the NPC creation ideas I have.

 

Obviously I have missed some important details. But to be honest, most of these forums seem to be set up for those with lots of MOD creation experience. Whereas the motivated beginner is left in the dust, so to speak. :confused:

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You could either modify the mod that supplies the race directly in the CS, or use wyre bash, which allows you to base a plugin on another plugin as well as a raft of other things that the CS does not support, like making master files, merging mods, splitting mods, etc. Tes4GECKO also does some of that, but wyre bash give you more options (and consequently is more complicated).

 

Ultimately, you could treat every mod as a modders resource and load the parts you want into your own overhaul mod using a mster file and plugin (which is what I am doing. Takes a lot of time, but simply removes mod conflicts).

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ric36,

 

Thank you kindly for your very accurate and helpful response. I just tried this out using one of the options you suggested. After turning the equipment mod, and racial mod into an .esm file, and subsequently loading up the TES Construction set with the Sarileth mod - then making the necessary texture/equiptment changes, I am very excited to have my new version of Sarileth:

 

http://img442.imageshack.us/img442/1508/screenshot26cc6.th.jpg

 

 

She comes equipped now with Midas Magic Holy Spells, Shiny Wrath Armor, and a game Created version of Chrysamere.

 

I have some really cool ideas to play with now. I can't thank you enough, hence the kudos. :-)

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