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Tutorial Request: Custom Armor import


mrmanlyman

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I know what you're thinking, whats this idiot doing asking for a tutorial that there's like 20 of.

 

Well, i use 3ds max,

this exporter: http://skyrim.nexusmods.com/mods/5622/?

nifskope

and the creation kit.

 

Every tutorial seems to have different export options for 3ds max, and my nifskope always is messed up as a result.

If someone could do me a real solid and quickly type out a tutorial that covers exporting gauntlets from 3ds max to skyrim that would be very nice of you.

I have fully modelled, textured, and weighted gauntlets ready to go, but i just cant get nifskope to match any of the tutorials i've been following.

Also, most of them seem outdated, working mostly for fallout then converting them to skyrim, or making standalone armours from replacements, and I just cant get it all together. It just seems to me after two years that there would be a straight up non-video tutorial for making custom armor bits then making those armour bits standalone armours in skyrim.

 

Sorry in advance for asking such a stupid question

 

 

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But that's the way to do it...you use a vanilla reference armor part, replace it with your custom mesh and make it standalone afterwards. In fact it's a new armor part then.

 

Afaik i'm using the same scripts, i'm really no big armor buff but i guess i can manage what you're looking for and record a video...i don't have any spare custom gloves but i can use a random vanilla gauntlet mesh, save it as obj and re-import it to the game - the process is the same but since you already weighted your mesh i would copy the weights of vanilla gauntlets to save some time - the more important part is the import.

Edited by ghosu
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Oh wow, thanks a lot man.

Also thanks for your other videos as well.

Trying to have a go at it now.

 

EDIT: Alright, that works exactly like it should, thank you so much. That was very detailed, exact, precise, well taught, very nice tutorial. It worked for me and was consistent the whole way through. I now have my custom gauntlets in game and fully animated and working and rigged, third and first person, plus the ground models appears as it should, thank you very much. All the textures are showing, they can be made at the forge, dropped by console, tempered, everything!

 

EDIT EDIT: Just tried with different armor types, this guide really applies to everything. Mega Thanks again man

Edited by mrmanlyman
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I'm a relatively new modder, but I have a decent grasp on the creation kit so far. I am making a mod and I want to bring in the Ordinator armor from Morrowind. I need the regular Ordinator armor and the High Ordinator armor from the expansion Mornhold.

 

I'm not too sure if that would mean I have to construct the new armor from scratch or not. Also, I would like the texture quality to be fairly good so would be simply copy/pasting from Morrowind still put out a HQ texture?

 

If anyone could point me to which of the many tutorials that are out there I should watch to accomplish this I would greatly appreciate it!

 

Thank you all! :)

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Might as well bump to ask this, but what is the method for the _0 and _1 models. From what I understand, it has to do with the body sliders, with _0 being tiny and _1 being biggest. Do I just make 2 seperate size armors in the same folder and let the engine adjust for the sliders? I ask because in the armor section of the creation kit I didn't see any options to insert the _1 armor anywhere.

So there are supposed to be 5 models all together:

Armor_0

Armor_1

FPSArmor_0

FPSArmor_1

ArmorGND

 

But i dont see how to use Armor_1 and FPSArmor_1 in the creation kit.

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Jeah, the game picks _1 itself, you just have to insert the paths to _0 as shown in the CK.

 

Most armors come with...

_0

_1

1stperson_0

1stperson_1

GND

 

... sometimes there are own models for beast races as well, named xxxKHA.nif or xxxARG.nif or for females, coming with a F in the name.

 

Female model_0 is entered in the AA form in the lower area (in the video i simply used the one model i had),...if you use different models for beast races you have to create an own AA form like Ghosu_TestArgAA, in the upper area you have to change RACE from Default to Argoian or whatever and in the right list (Additional Races) you only have to check the Argonian Race.

 

Then you have to connect your Ghosu_Test form to this beast race AA form.

 

http://666kb.com/i/ciuglvmhg9bdbxtqe.jpg

 

Atm it is set RACE - DEFAULT RACE and down below in MODELS window Ghosu-TestAA. So the default races (nord,imperial,elven...) are connected to the TestAA form. You have to change RACE to Argonian and down below in the MODELS window you have to add the new Ghosu_ArgTestAA form. Works the same way with catpeople.

 

greetings

Edited by ghosu
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