Jump to content

Creation Kit Help


etherjez

Recommended Posts

Does the mod you want to borrow from have a bsa file? If so, you should unpack it with FOMM (Fall Out Mod Manager) as they will be in the bsa.

 

Loose Textures and Meshes are usually in:

 

C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Textures

and

C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Meshes

 

There may be sub-folders in there separating the meshes and textures for the mod from other meshes and textures.

 

Just in case you didn't know, the meshes are the 3D model shapes, the "scaffolding" that the colours of the textures are draped around in-game.

 

If you have duplicated everything from the esp you want to copy, the various models should still be linked and the textures (dds) files linked to the mesh (nif) in the nif files.

 

That should be all you need to use the mod without the original esp and bsa. If you want to upload it, don't forget to zip the textures and meshes up with your esp and readme file.

 

What I usually do is make a folder on the desktop and copy everything into it:

 

EG

 

>_shb_ArmourModTop

|

|___>Data

|___>Meshes

| |___>_shb_ArmourMod

| _shb_ArmourMod_Cuirass.nif

| _shb_ArmourMod_Helm.nif etc etc

|

|___>Textures

|___>_shb_ArmourMod

_shb_ArmourMod_Cuirass.dds

_shb_ArmourMod_Cuirass_n.dds

_shb_ArmourMod_Cuirass_e.dds etc etc

 

_shb_ArmourMod.esp

README.txt

 

 

Then I zip the whole thing up. The top folder is just the container. When people unzip it, they will have the above directory structure, so they will just have to copy the DATA folder and all it's contents into their

 

C:\Program Files (x86)\Steam\SteamApps\common\skyrim\ directory and let Windows merge them. As everything is in it's own folder, nothing should get over-written.

 

 

Hope that makes sense.

 

~.~

Link to comment
Share on other sites

Ok,
Thanks everyone for replying.
I have now managed to get the armour to stay in my ESP and not rely on another.
SImple.
However, even though the armour always comes up on list, and my NPC's are wearing it. They are still naked. Something must be missing :'(
I unzipped the armour mod, so all the files should be there, but my NPC's are as bare as anything (baring a necklace :) )
Any ideas?

Link to comment
Share on other sites

Yup.
I looked in-game, and they are naked. But if I kill them, apparently the armour is equipped to them, but you just can't see it.
A bit weird!

Link to comment
Share on other sites

If you have UFO or AFT, have you tried giving the armour to a follower and telling them to wear it?

 

Can you wear it yourself?

 

I made a mod for crafting Death Hound Amulets from their collars and I had to use several sets of nifs:

 

*_1.nif and *_F_1.nif (for males and females) as well as *_GO.nif for Ground Object.

 

But I also needed *_0.nif and *_F_0.nif.

 

Even though I could see the amulets at the forge and in inventory and on the ground, I could not see them when my character wore them until I used the *_0.nif and *_F_0.nif as well. I excluded them at first as I didn't know what they were for and there was nothing referencing them in the CK.

 

So these must be needed to see the items on actors even if they are not pointed to in any of the ARMO or ARMA elements of the CK.

 

I'd check on that next.

 

~.~

Link to comment
Share on other sites

Wow,
Sounds good, but not sure how to make them.
(I am a newb at creation kit! :) )
If you could explain step by step I would be very grateful :D

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...