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Problem With Construction Set Icons


Mortimerx

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I just started trying to make some custom armor by using the Fur armor (I know its junk but it gets alot of use in starting low levels) greaves and cuirass .nif files. Problem is when I get to the point of adding an icon it keeps saying "invalid directory" no matter what directory i put the dds icons in (I also just used the same exact icon that was unpacked from the bsa. I tried /icons/armor/fur/, or /textures.... anywhere I put the icons it says is an invalid directory. Do the .nifs now reference the icons, cause they didnt in Morrowind. If so then maybe hexediting the nifs will work. But I think there is an option somewhere that tells where to search for icons but I haven't run across it yet. Well, I havent unpacked the Misc.bsa yet -wonder if thats where the icons are supposed to be?
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I just started trying to make some custom armor by using the Fur armor (I know its junk but it gets alot of use in starting low levels) greaves and cuirass .nif files. Problem is when I get to the point of adding an icon it keeps saying "invalid directory" no matter what directory i put the dds icons in (I also just used the same exact icon that was unpacked from the bsa. I tried /icons/armor/fur/, or /textures.... anywhere I put the icons it says is an invalid directory. Do the .nifs now reference the icons, cause they didnt in Morrowind. If so then maybe hexediting the nifs will work. But I think there is an option somewhere that tells where to search for icons but I haven't run across it yet. Well, I havent unpacked the Misc.bsa yet -wonder if thats where the icons are supposed to be?

 

I have not added any Icons yet in Oblivion's TESCS, but judging by the MW CS .... try .tga file format instead of .dds. MW used .tga for MW and .dds for Trib & BM. Maybe they have reverted to .tga's now? Worth a try.

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I have not added any Icons yet in Oblivion's TESCS, but judging by the MW CS .... try .tga file format instead of .dds. MW used .tga for MW and .dds for Trib & BM. Maybe they have reverted to .tga's now? Worth a try.

 

I don't think so, all the ones referenced in existing items are dds i think. The "new console" look icons actually look worse than the icons in Daggerfall like theyre only using 2 colors or something like that, I'm afraid maybe the icons are maybe compiled with the exe but maybe OB only allows 2 color icons now. The only way I can make new items that actually work is to copy the form of an existing item and just change the item# and biped *nif.

 

If anyone finds ANY way to use custom icons please let me know. The existing Oblivion icons look like they were made by a crosseyed and colorblind child instead of artists.

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I'm running into the same problem.

I could find out that the NIF files MUST be in the directory Meshes\... (for example \Meshes\Clothes\Ring\MyRing.nif). The directory Meshes MUST be a subdirectory of games Data directory. Nothing else worked and I got an error message.

I have no idea where to put the icon file. The original files installed by the game are DDS files, not any other format (as far as I know).

 

I had a look at the NIF file and I found out that there is a reference to the orginal DDS file.

Say, if I copy Khajjit.nif to MyRing.nif. There is still a reference to the original Khajiit.dds.

I renamed my DDS file to the original name but TES wouldn't find it.

 

It would be great if somebody had an idea where to place the icon file for a new item.

 

The whole thing was easier in morrowind because I could reuse existing entries, but in oblivion I had to generate a new form id which is only possible if I create a new item.

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I'm running into the same problem.

I could find out that the NIF files MUST be in the directory Meshes\... (for example \Meshes\Clothes\Ring\MyRing.nif). The directory Meshes MUST be a subdirectory of games Data directory. Nothing else worked and I got an error message.

I have no idea where to put the icon file. The original files installed by the game are DDS files, not any other format (as far as I know).

 

I had a look at the NIF file and I found out that there is a reference to the orginal DDS file.

Say, if I copy Khajjit.nif to MyRing.nif. There is still a reference to the original Khajiit.dds.

I renamed my DDS file to the original name but TES wouldn't find it.

 

It would be great if somebody had an idea where to place the icon file for a new item.

 

The whole thing was easier in morrowind because I could reuse existing entries, but in oblivion I had to generate a new form id which is only possible if I create a new item.

 

Guys, here is what I think you might need to do...go to the editor's wiki page. http://cs.elderscrolls.com/constwiki/index...gory_talk:Items

 

See where it says the link fo the BSA unpacker...you need to download the one for oblivion. What I did, because I wanted to change models the game was using to a different type (example, make a broom a weapon, or more accurately, change a weapon's model to a broom's model...)

 

First you have to copy the meshes.bsa file and texture.bsa files to their own directory, then have the bsa unpacker in that...run it in command prompt (you can make a shortcut to command prompt that runs in whatever directory you specify (I couldn't navigate to it otherwise, forgot cdspace command thing)...then you unpack it...it will make a whole bunch of directories....then you take all of these folders and cut and paste them INTO the Oblivion/Date file...if you did it right everything should line up and you can change models and what not...

 

What I don't know and haven't tested yet, is if you have to include the NIF/DDS files in your mod, even if they are native to Oblivion's data file and can be found in it...someone answer this for me because I am wondering myself....

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Guys, here is what I think you might need to do...go to the editor's wiki page. http://cs.elderscrolls.com/constwiki/index...gory_talk:Items

 

See where it says the link fo the BSA unpacker...you need to download the one for oblivion. What I did, because I wanted to change models the game was using to a different type (example, make a broom a weapon, or more accurately, change a weapon's model to a broom's model...)

 

First you have to copy the meshes.bsa file and texture.bsa files to their own directory, then have the bsa unpacker in that...run it in command prompt (you can make a shortcut to command prompt that runs in whatever directory you specify (I couldn't navigate to it otherwise, forgot cdspace command thing)...then you unpack it...it will make a whole bunch of directories....then you take all of these folders and cut and paste them INTO the Oblivion/Date file...if you did it right everything should line up and you can change models and what not...

 

What I don't know and haven't tested yet, is if you have to include the NIF/DDS files in your mod, even if they are native to Oblivion's data file and can be found in it...someone answer this for me because I am wondering myself....

 

 

Already did that. By the way you don't have to move the ENTIRE unpacked directories to your game data files- just the ones you use for your "new" items. It is possible the unpacker isn't properly unpacking icons just yet. The previous version wouldnt unpack any compressed dds or voice data. I havent looked at it in a few days, maybe now I will find the obvious solution. And another thing about the .nifs, with a hex editor you can change the name of the texture it refers to (maybe soon someone will make a tool like niftexture for Morrowing that let you rename nif textures) just make sure the path takes the same amount of memory space in hexidecimal. ie: data files/armor/blackforest/greaves.dds to data files/mymod/armor/lightarmor123.dds

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