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Duplicating boots in a mod


BloodMercenary

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I have a mod with four colored shirts. I have added a pair of boots to the mod. I need to make 3 more pair of boots so I will have a matching set for each shirt. Do I do this in Nifscope and if so, is there a tutorial for this? When done, the mod would consist of, 4 colored shirts, 4 matching pairs of boots, and some enchanted jewelry. :smile:

Just need to know if i need to know how to duplicate though. I am using Nifscope version 1.1.3

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If you want four items with identical meshes, simply duplicate them in the CS. Rename the EditorID of the item and the CS will ask you whether you want to create a new item instead of renaming it.

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Okay I did duplicate it in CS. But also sorry if i forgot to mention, I want to add 3 more in the mod or esp itself. Sorry if I'm confusing you I am totally new and learning here. :confused: The mod is here which permission to use is given. http://www.nexusmods.com/oblivion/mods/22412/? it adds one pair to inventory. I want to make it have 4 total pairs so I can re texture 3 of them for a mod I am working on to match 4 pairs of shirts.

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Textures for armor items always are defined within the NIF file of the item itself. You need to create 3 copies of the boots' NIF, open each one with NifSkope, and redirect the texture setting to the different variant (DDS file) it should be.

 

The boots likely consist of one or more "NiTriStrips" or "NiTriShape" blocks, each containing a "NiMaterial", "NiTexture" etc. block for material, texture and other settings. The information defined inside the "NiTexture" block is what you'll have to modify for the mesh to use a different texture.

 

Once you created the 3 new boots NIFs you can 'duplicate' the one boots entry from the mod inside the CS the way Lanceor described, and change the NIF file used by each copy to the appropriate new one.

 

I don't know how they're added into the inventory, but if it's a scripted approach, it should be rather easy to expand it to add the other 3 sets as well. And if it's not scripted, well, that shouldn't cause much trouble either in fact.

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Okay thank you Drake..well. It sounds too complex for me to do right now. Im still learning nifscope so I guess i need to keep studying and/or find some one willing to do it for me and credit them. Thank's guys for the kind help and information and taking time to explain. It is very much appreciated. :thumbsup:

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Retexturing too complex? Nah. You have the NIF, you have the different textures, you're good to go already.

 

Just open each copy of the NIF file in NifSkope, click all + on the NIF tree in the list view until you get down into the "NiTexture" (or something along that line) block and where the DDS file is listed inside there, click the little button next to it, browse to the new DDS file to be used instead, save the NIF and close. I could even wind up an image showing you exactly which button to click for this task, if I'm given some time for preparations (...installing NifSkope first would be one of them :sweat: ).

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