Guest deleted156886133 Posted August 17 Share Posted August 17 (edited) I posted over in the Morrowind Construction Set and Modders section a week and half ago yet so far no replies. So, I'm linking to it here in hopes of more exposure since the activity over in the Morrowind community is lackluster at best. Merely 31 views over a week and a half... and a portion of those were assumingly web search crawlers. So, no help there. They're don't know anything about modding. The issue deals with newly created objects and textures, Nifskope and scripting. It doesn't register any errors in the console so I'm perplexed. Also, I'm using OpenMW and failed to mention the version in the post but it's v.48. If someone knowledgeable would take a look, that'd be great. Reply here or there. It doesn't matter. I'd just like to sort this out and get back to building because there's still a lot to be done. I was hoping to get this mod finished and uploaded to bolster my UDL count thus gettting me to the 1000 mark a little sooner but that ain't happening. That's not on you guys anyways. So, no worries. My meager offering of 5 mods to the modding community will get me there eventually. Thanks for reading. Edited August 17 by UsernameWithA9 Issue was solved Link to comment Share on other sites More sharing options...
7531Leonidas Posted August 17 Share Posted August 17 @UsernameWithA9 Did you try the main Morrowind game community forum here on the Nexus? It looked like there might be a few more modders that view stuff there... Link to comment Share on other sites More sharing options...
Guest deleted156886133 Posted August 17 Share Posted August 17 41 minutes ago, 7531Leonidas said: Did you try the main Morrowind game community forum here on the Nexus? @7531Leonidas, uh yeah, I did. Reread the first line of this thread, the post above you. Careful, it may bite you. Link to comment Share on other sites More sharing options...
HeyYou Posted August 17 Share Posted August 17 If you use the stock object, (not the one you modified) do the animations work on that one?? Link to comment Share on other sites More sharing options...
Guest deleted156886133 Posted August 17 Share Posted August 17 29 minutes ago, HeyYou said: If you use the stock object, (not the one you modified) do the animations work on that one?? Yep. That's what so perplexing. And I set up the new object exactly as the stock. Everything's the same with the exception of the one modified texture for the fabric, which was green and is now red. I'm most likely just going to delete that object and use the stock from OAAB then change the fabric texture on the bed and desk back to green. That really mucks up my whole interior design plan though. Damn it! Link to comment Share on other sites More sharing options...
HeyYou Posted August 17 Share Posted August 17 Can you modify the original texture, and apply it to the original object, and have it work? It's been a while since I have modded Morrowind... (decades....) and I know noting about the new engine.... I think nifscope doesn't deal well with some aspects of animated objects... (or, it might just be me that doesn't.... ) Link to comment Share on other sites More sharing options...
Guest deleted156886133 Posted August 17 Share Posted August 17 1 minute ago, HeyYou said: Can you modify the original texture, and apply it to the original object, and have it work? That's essentially what I did. I copied the .nif from OOAB Data and created a new object with the modified texture. The mod is dependent upon OAAB Data. But if I were to apply the texture to the stock OAAB object making it now modified, that only works for me on my side of things. Folks who download my mod will be drawing from their OAAB Data files. Hence the reason to create a new object for my mod. I suppose there might be a way. You gave me an idea. Hold on. Gotta smoke some weed, get some coffee and I'll get back to you. Link to comment Share on other sites More sharing options...
HeyYou Posted August 17 Share Posted August 17 1 minute ago, UsernameWithA9 said: That's essentially what I did. I copied the .nif from OOAB Data and created a new object with the modified texture. The mod is dependent upon OAAB Data. But if I were to apply the texture to the stock OAAB object making it now modified, that only works for me on my side of things. Folks who download my mod will be drawing from their OAAB Data files. Hence the reason to create a new object for my mod. I suppose there might be a way. You gave me an idea. Hold on. Gotta smoke some weed, get some coffee and I'll get back to you. Ok, there is a plan I understand. Been there, done that, have several t-shirts... (with roach burns...) Are the animation files separate from the nif/textures???? Link to comment Share on other sites More sharing options...
Guest deleted156886133 Posted August 17 Share Posted August 17 1 minute ago, HeyYou said: Are the animation files separate from the nif/textures? You know, that's a damned good question. I'd assumed it was built in to the .nif because when you create the object in the CS the only relevant field available is for model/animation, both in one. So, reason tells me it's in there. It's not like when you create an NPC and add a dance animation after assigning the race. And to answer your question, I'm going to say no. Link to comment Share on other sites More sharing options...
HeyYou Posted August 17 Share Posted August 17 Well, it was worth a shot..... Link to comment Share on other sites More sharing options...
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