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Posted

I am trying to make a simple mod of dark brotherhood armor that is considered clothing and not armor. Ive used the construction kit to create the items, I used BSA browser to extract the dark brotherhood armor NIF files.

If I put the nif files in the oblivion remaster folder directory, the "Dev/ObvData/Data" directory, the construction kit gives me an invalid directory error when trying to select the nif files.

If I put the nif files in the o.g. oblivion directory (not the remaster) I don't get the directory error and allows me to select the nif giles. But when I add my new items to my character (using console commands for now) in game my character appears naked while wearing the "armor".

Anyone know what I am doing wrong?

Thanks!

Posted

when saving esp files you're supposed to create a new data folder directly under the top oblivion remastered dir and save there, and the esp magically ends up in obvsdata/data

maybe putting the nif files in that new data folder will get the ck to magically read them?

haven't tested this, just wondering

Posted
10 minutes ago, d4em said:

when saving esp files you're supposed to create a new data folder directly under the top oblivion remastered dir and save there, and the esp magically ends up in obvsdata/data

maybe putting the nif files in that new data folder will get the ck to magically read them?

haven't tested this, just wondering

So I gave it a shot and interestingly it did not give me the invalid directory error like it would if I used the "real" remastered meshes directory, However my character still appears naked when the clothing is equipped.

 

thanks for the suggestion, at least now I don't need a fake directory pretending to be the original Oblivion, even if the main issue still exists it's a step forward I think

Posted

I'm not sure if the files in the bsas are the ones the game uses or if they are just there for fun, like the textures bsa is only 1 gb while the game is 112 gb. There is a 106 gb .ucas file in the content/paks folder, the game probably draws its assets from there.

I was kind of hoping that it was something with archive invalidation so I tried installing archive invalidated but no dice.

Posted (edited)

You'd have to add those as an Unreal Engine mod as the Remastered edition of the game does not use the meshes/textures from the original data folder.

Theoretically, you should be able to add those items in-game using the Creation Kit and link the addition to the Unreal Engine resources (of course I could be proven wrong, this is an experimental phase of modding we're in right now).

 

If you have the Deluxe Edition, refer to the esp file included for the new armor addition using xEdit.

 

Edited by Noobatron22
Posted
20 hours ago, d4em said:

I'm not sure if the files in the bsas are the ones the game uses or if they are just there for fun, like the textures bsa is only 1 gb while the game is 112 gb. There is a 106 gb .ucas file in the content/paks folder, the game probably draws its assets from there.

I was kind of hoping that it was something with archive invalidation so I tried installing archive invalidated but no dice.

Yea, I think your right and others seem to agree but here and on reddit.

20 hours ago, Noobatron22 said:

You'd have to add those as an Unreal Engine mod as the Remastered edition of the game does not use the meshes/textures from the original data folder.

Theoretically, you should be able to add those items in-game using the Creation Kit and link the addition to the Unreal Engine resources (of course I could be proven wrong, this is an experimental phase of modding we're in right now).

 

If you have the Deluxe Edition, refer to the esp file included for the new armor addition using xEdit.

 

Unfortunately I do not have the deluxe edition or experience with xEdit, so until I have more free time I'll likely have to put this mod idea on hold, was hoping it would be as simple as it was before the unreal engine hook.

Thanks to both of you for the help/advice though.

Posted (edited)

Did you figure this out? Trying to do something similar.

Edit: So it turns out the new armour added by deluxe edition doesn't have model filenames in xEdit, meaning something else is controlling which model is assigned to items

Edited by DudebroMcCool
Posted

Going through the files using FModel to discover the music logic the game uses, it's becoming more clear that all assets the game uses come directly from Unreal Engine while there's certain pieces of code that act as a bridge to the original engine to place them in-game; this includes cells, additional NPCs, custom armor, etc. While it isn't entirely clear yet, any addition to the game from custom armor to custom race must be created using the Unreal Engine; the creation kit and/or xedit would theoretically be used to place said additions in the game as a mod, so the addition would have to be both an unreal .pak file and an .esp for say a brand new piece of clothing or a new actor placed somewhere in-game.

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