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Elves of lineage2 eyes


Scylla2010

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As for how to texture your own eyes, I'm definately the wrong person to offer advice on that. I completely suck at modelling (lack of creative artistic ability? Possibly. I fail at drawing and painting too. :D) however, if you already have the eye packs, and as long as they are for the correct eye mesh, I can tell you how to add existing textures to a race that doesn't normally come with it.

Open the CS. You'll want the race plugin set as your "active" esp, and the one with the eyes in loading as well.

 

First step: Use Wrye Bash/TES4Edit or similar to "ESMify" the esp that has the eyes and stuff in, if its not already an ESM - the CS doesn't always like making ESPs that rely on other ESPs - load the master (esm) file version of the plug-in, with your race plug in. (the race still needs to be the active file)

Second: Find the main window for the eyes selection you got. It should have all the eyes from the vanilla game, and any plug-in you've loaded into the CS in it.

Third: Open your race. Double click on the race name.

Fourth: Drag and drop your selected eyes from the eye window into the race's eye selection. Word of warning - There are (at least) two different eye meshes. If you apply the textures from one to the wrong mesh, you'll get some funky effects. (black eyes, purple eyes, invisible eyes - the usual "missing texture" stuff) Save it.

Fifth: Save it. (did I mention that already :grin: ... Can't emphasize this enough... EVERY change you make in the CS, save. Its glitchy as hell and you will loose work if you don't. Highly annoying when you forget and do an hours work then try and save and it crashes)

Sixth: Close the CS, open TES4Edit, Wrye Bash, whatever program you used to esmify the esp in the first place. Change your new race plug-in to recognise the ORIGINAL ESP as its master - If you used eyes/hairs whatever from the esm you made, it'll be looking for that, not the esp. Alternatively, change all your plug-ins that look for the original race esp to look for the comsetic esm you made it into in step 1. (NOT advised unless you know exactly what you're doing; can cause issues with future downloads that rely on the esp & not your new esm) You could just leave both the esm and esp in your load order, but this is quite liable to cause you dual loading issues, such as ref ID errors.

seventh: Depending on the step you took above; cut & paste the ESM away from your data folder (to avoid afforementioned dual loading errors) You could delete it, but then you'll have to go through all that again if you want to make any further changes. Or - Reove the Esp if you're quite happy repointing all your future plug ins to use that esm instead. I'd go for the first option but really its down to whatever you're most comfortable doing, as is nearly eveything else with modding. :)

 

By the way, if you're really looking at getting into modding/using mods, and want to know whats going on, bookmark The TES Construction Set wiki homepage in my humble opinion the best modder's guide there is when it comes to Oblivion.

 

Happy Modding.

Jenrai

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Ah-ha! Thats the one I couldn't remember for the eyes. Googlyness. Thank you LFact. :)

Whilst we're at it, just politely ignore the fact I told you to open the CS before esmifying the plug in. Just forget I said that.

Said what?

Nevermind. I didn't say anything.

 

Jenrai

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