Jump to content

HELP!!!


Recommended Posts

ok so im new to mods or whatever and i downloaded a few mods got the mod manager got the newest updates and tried everything i can do to get them to work and weapons appear as big yellow triangles with and ! inside and armor makes my characters body parts disappear how do i get the mods to work?
Link to comment
Share on other sites

Okay... It may be because I'm tired but I am having difficulty understanding 100% the problem.

 

Possible problem1: You are using the mods but do not have the resources, (Meshes, textures, etc etc) installed correctly and or their linked paths are not existent.

 

Possible Problem2: You are modding yourself and when you go to the tabs for weapon and armor like Silver or whatever you are clicking New. If you are new to modding my guess is you are not making textures or meshes. When you click New it will have a blank path for Meshes and Icon etc. In game we see these (and in render window) as those infamous /!\ triangles. Those triangles mean that there is no linked path to a mesh. A mesh being a physical 3d object. Water, NPCS, buildings, food, plates, armor and weapons. Everything uses a mesh.

 

If you want to make a mod to edit or have a copy of say a Silver Longsword, you Duplicate it instead. You do this by clicking on the window of an already existent weapon, in this case we will use WepSilverLongsword. You go to ID and change it. My name beginning with an R I always change it accordingly, so mine would be RSilverLongsword. This is a unique, (unused) ID. All IDs MUST BE UNIQUE otherwise you will either replace, edit, or destroy the entire item you intended to duplicate in the entire game and all of its vanilla uses. Basically, if you edited WepSilverLongsword without duplicating it every guard on earth would have the weapon you just edited. Here is a step by step tutorial I just pulled out of the bottom of my knickers to help you.

 

 

http://img153.imageshack.us/img153/1795/18244530.jpg

Here is the silver longsword and its ID: WeapSilverLongsword

http://img97.imageshack.us/img97/4200/19273203.jpg

 

Double click on it. It should look like this with WeapSilverLongsword in the ID area.

 

http://img441.imageshack.us/img441/6707/47257106.jpg

Change it to whatever you want, but make it unique. It's best to have order to the ID rather than a big jumbled mess of letters and numbers. Try to keep the first 3 letters actual letters instead of numbers. I forget if this is relevant outside of scripting, but to be safe let's say it is.

 

http://img215.imageshack.us/img215/1439/83967038.jpg

It asks if you want to create a new form using the unique ID. CLICK YES! OMG CLICK YES EVERY TIME. Never change the ID of an existing item. EVER. There is not only no need for it, but it can potentially screw up the entire game with one tiny mistake. If you want to EDIT or CHANGE values of that particular item, leave the ID alone and just click Okay. It will save all the changes globally to every Silver Longsword in the entire game but not screw the game up.

http://img80.imageshack.us/img80/906/88573934.jpg

Now you can see alphabetically that RSilverLongsword exists. It has all those saved variables.

 

The reason this is best is because it duplicates all the information for that item, INCLUDING the linked path to the mesh which is packed in the .BSA file, which you can not get into without a BSA unpacker, and it is highly recommended you not even mess with that until you are no longer new to modding.

You can not go and search through the .BSA file to find silverlongsword ever and link it to the path in the mod. You actually have to extract it. This is why we duplicate existing items if we want the vanilla 3d model. It will look, act, sound, interact, and be used the exact same way as a Silver Longsword is, but the variables are changed. I made it stronger, cost more, more durable, reach further, and weigh less. So far this weapon doesn't officially exist because I haven't put it in game. It will not replace WeapSilverLongsword because it has a new ID and I chose to make it a NEW ID rather than a replacement. I would have to go to the Interiors section (or exterior) find a place to drop this item and drag and drop the ID of my weapon somewhere in game. Press F to make it fall to the ground, or you have the chance to make it float leagues above the treetops, and, unless you know console commands, forever unreachable.

 

Hope this helps.

 

Should this have helped you in any way solve your problem feel free to click Give Kudos button should it be deserved by either clicking down on my Signature of this post, or to the left under my name and avatar, otherwise if this was not helpful enough to deserve a Kudos, I wish you a good day and hope this helped at all anyways. Giving Kudos shows publicly that I have helped you and is a good way to show appreciation should it be deserved, as well, I am a statistic addict.

 

Be well, sleep well, fight well, live long.

~Ranokoa

Link to comment
Share on other sites

I think what you are seeing is missing meshes. (The yellow blocks) That indicates either you installed some mod wrong, there is a missing resource file or a possible mod conflict due to mod load order.

 

Most often, when you install a mod, you may see a message warning about overwriting. If you do not answer yes to allow, it will not install the meshes and textures. When installing it DOES NOT overwrite anything! it actually appends to the existing files without overwriting at all.

 

Link to Bben's Mod Advice

http://www.tesnexus.com/articles/article.php?id=342.

Link to comment
Share on other sites

ok before i do this lol so what exactly do i do just put the data file in the main bethesda folder and when its says overwrite data click yes or do i go into the data folder and then drag and drop meshes and textures and the esp file and then click overwrite if it asks to?

That is exactly what you do. just copy the data folder in the mod then paste it into the Bethesda/Oblivion folder. A few safety tips first: a) make a backup of your data file in a separate folder. I call mine last good. b) unzip the entire contents of the zip into a separate separate folder I call that one current mods ref. a) is so you can do one cut and paste to go back to plain old vanilla Oblivion (if something goes horrible)and b) is so if you decide to remove the mod later you have a list of what needs to be removed or over written( for seasoned modders only) oh! and back up your save files to, a bad mod can corrupt them. nothing like saving over your previous save, and then finding out that the new save crashes when you load it. It is actually one of the worst ways to go from level 47 to level 4... ever.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...