fext Posted February 28, 2009 Share Posted February 28, 2009 Few Oblivion newbie questions: 1. I tried to transfer a mod I did for F3 into Oblivion. Created a .nif file, placed both mesh and texture in correct directories, used Oblivion construction set to create .esp file. All very similar to F3 tools and ways. But when I opened the mod in game, the item was not visible on the spot were I placed it (Chorrol fighter guild basement) . I tried to cheat the weapon into my directory using player.additem console command. Did not work for me. I tried to do the same with a vanilla game weapon. Worked fine. I tried to do it with a Elven weaponry mod I downloaded. The same problem as with my mod. When I tried to place a weapon from the Elven weaponry mod on the ground, again I was not able to see it ingame. Note - there was some error message like "One .nif file still uploaded" or something like that. Since I'm used to heaps of error messages when placing stuff into F3 cells I just clicked on Yes. 2. I uploaded the -Ren- faces collection and placed it into Data file. I was expecting to see the new elf race during character creation and I thought that the default ugly faces will be replaced with the faces from the mod, but somehow nothing happened. So, how can I get the mod working, do I have to create a character normally and then modify the toon looks ingame? Please, enlighten me somebody. :) Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 28, 2009 Share Posted February 28, 2009 FO3 uses MUCH different weapon and item settings, both on the .nif and in the CS. FO3 uses a newer version of the .nif format which allows for textures to be specified outside of the .nif, whereas in Oblivion, all textures are part of the actual .nif. You cannot copy or alter a FO3 mesh to work with Oblivion, not only is this likely illegal if you did not make the mesh or texture from scratch, they are just too different to work together. The same is true if trying to bring an Oblivion item into FO3. Your weapon likely didn't show because it had no texturing, or was of a .nif version that the game cannot use. When using console to add in items, you need to factor in the load order index number of the mod that item belongs to. Based on load order, the first 2 numbers of a form ID will change. This is why one should typically use other means for obtaining those items (placed in cell, placed in container, or scripting). As far as the face question goes, there are 2 kinds of mods, mods which add content, and mods which replace content. There are several mods which make use of Rens textures, you should likely read the description of the mod in order to see how it might be used. Link to comment Share on other sites More sharing options...
fext Posted March 1, 2009 Author Share Posted March 1, 2009 As said before, both the mesh and texture are made by myself: 15th century sword mod How I created the Oblivion variant:- extracted a claymore.nif for steel claymore from the Oblivion- opened it in NifScope- used the standard F3 way ie. imported my .obj file, and replaced the original claymore model with my own- placed my texture into textures\weapons directory and modified /nif file accordingly. Note: the mod I downloaded, Elven weaponry, uses exactly the same way how to place textures. - now, I created the .esp file in TESS CS Placing the weapon into cell:- opened a cell- dragged my weapon into render window- seen the weapon in there correctly textured- ran Havoc Sim so the sword falls on the ground- saved everything and closed the CS Uploaded the mod and no effect at all. I think that for some reason the items from mod are just not visible in the game but I don't know why. As said before, the mod I downloaded - the highest download rating on the nexus, ie. it must work under normal conditions - had the same prob. No way to cheat a weapon into my inventory and no way to place it somewhere in a cell. I guess there must be something in Oblivion which needs to be done to support external item adding mods, and I have not done it yet, therefore the game just ignores the stuff from the mods. :( Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 1, 2009 Share Posted March 1, 2009 I guess there must be something in Oblivion which needs to be done to support external item adding mods, and I have not done it yet, therefore the game just ignores the stuff from the mods. :(Well, there is something which is needed, but often overlooked, Archiveinvalidation.txt. But believe FO3 needs this as well. I believe this can be generated through OBMM under utilities. If not this, then your mod may not be active, your weapon may have the wrong texture settings, or the mesh components were not linked up properly within the .nif. You may want to considder extracting the weapon as a .nif, then copying the mesh portions between .nifs since the .obj format is prone to causing problems which may not be immediately noticable (flipped normals, missing faces, faceted surfaces). You may also want to consider adding the weapon to a container placed in the cell rather than the weapon placed in the cell so that you can know immediately if the mod is working (by the container being there) and that the definition of the weapon is valid (by it being in the container), thus making the concerns related to the actual mesh secondary and easier to troubleshoot. Right now all you have is a placed object that isn't where you placed it... It could be something as simple as just having the wrong cell, or an object placed outside the playable area. Link to comment Share on other sites More sharing options...
fext Posted March 1, 2009 Author Share Posted March 1, 2009 OK, mystery solved, CS needs, for some odd reason, both datadiscs. Link to comment Share on other sites More sharing options...
streethiphop Posted June 11, 2010 Share Posted June 11, 2010 Im a bit of a noob myself but i reckon u need to go into blender with ur standard nif scripts, python, Pyffi etc. import your mesh and make sure all the textures paths are correct then when you export make sure the oblivion tab is pressed so it exports it for that then do ur classic nifskope nitristrip replacement with the mesh of your choice try this it may just work. Have fun kids Link to comment Share on other sites More sharing options...
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