amusei Posted September 5, 2006 Share Posted September 5, 2006 Ok i have tried this a lot now but every time i make a new interior and try to test it a lot of the meshes are missing, then when i go back to editing it it gets deleted and i have to start over, this is annoying because it means that i have to do the whole thing without being able to test it.... and it still usually fails can anybody suggest a way of fixing this.... "bug" :S (its PC by the way) Link to comment Share on other sites More sharing options...
Guest Posted September 6, 2006 Share Posted September 6, 2006 Ok I see some of the info I need down the line here but can someone please help me on a few points I dont understand. I want to design from a 1cell world. That means no transition doors or anything. One cell with lets say 10 sections of hallway is what I invision. How do I start with the sandard resources (building blocks) from oblivion.esm but I want to start with no cities, dungeons or much more than the one cell dungeon. How do I tell the game start here at this location in this cell? This very simple build lets me learn lighting and how to use the CS ez without a ton of thing to worry about. Its always worked well in other designers like this. Dont worry about scripting really all I want to learn is the very basic way to make a one cell world. Seems like the mistake thats always made is trying to learn the world in 1st sittings. Thanks to any help... and yea I freely admit to noobie status so save the flames for someone else Link to comment Share on other sites More sharing options...
Abramul Posted September 6, 2006 Share Posted September 6, 2006 amusei said: Ok i have tried this a lot now but every time i make a new interior and try to test it a lot of the meshes are missing, then when i go back to editing it it gets deleted and i have to start over, this is annoying because it means that i have to do the whole thing without being able to test it.... and it still usually fails can anybody suggest a way of fixing this.... "bug" :S (its PC by the way)Do you mean that the meshes are not missing in the CS, but are missing in-game? If so, that's weird. Are you loading any parent mods that you are *not* loading in-game? Make certain you're using TESConstructionSet.exe (no spaces), and that it's in the same folder as Oblivion.exe. As for the deletions, save a backup copy, and if the original gets deleted, copy the backup to the original name. Also, make sure that you're loading it as the VERY last .esp, and that it's set as the active file. tridyed said: Ok I see some of the info I need down the line here but can someone please help me on a few points I dont understand. I want to design from a 1cell world. That means no transition doors or anything. One cell with lets say 10 sections of hallway is what I invision. How do I start with the standard resources (building blocks) from oblivion.esm but I want to start with no cities, dungeons or much more than the one cell dungeon. How do I tell the game start here at this location in this cell? This very simple build lets me learn lighting and how to use the CS ez without a ton of thing to worry about. Its always worked well in other designers like this. Dont worry about scripting really all I want to learn is the very basic way to make a one cell world. Seems like the mistake thats always made is trying to learn the world in 1st sittings. Thanks to any help... and yea I freely admit to noobie status so save the flames for someone elseUnless you're trying to learn how to make a total conversion, I would recommend against starting from scratch. If you insist on doing so, you'll have to unpack all the BSAs (see my post on previous page), and recreate EVERY SINGLE object that you want to use. This would be incredibly time consuming. Instead, I would recommend that you create a blank cell. As for flames, I only flame people in Enemy Territory. Fire GOOD!ADDENDUM: HOW TO COMBINE RACESThe following is based on the assumption that you want the physical appearance of one race, and the gameplay values of another. Open the CS.Load the two source mods, with neither active. If only one mod is being used as a source, load it, but don't set it as active.Under Character, open the Race... option.Select the race whose appearance you want, right-click on it, and select Duplicate.Slowly double-click (for some reason, it ignores fast) on the EditorID of the duplicate. It should show $DuplicatedRaceNameCOPY0000 *. Type in the ID you want. This is NOT the same as the in-game race name.Now:Under the General Data tab, copy (by entering identical values, rather than Copy/Paste) all values under Base Attributes, all Skill Bonuses, and all spells. You will have to pull the spells from the Magic menu in the Object Window. If you want a different voice set, select it. Under the Body Data, Face Data, and FaceGen Data tabs, don't do anything. Under the Text Data tab, enter the race name you want, and the description you want. If you want the same ones as either of the source races, it'll be faster to Copy/Paste. Make sure the Playable box is checked. Under the Reactions tab, duplicate (right-click, select New, and enter the Disposition Modifier) the entries from the gameplay race. Hit OK, and save as a new mod. Since other mods may use the same source mods, and changing them might mess up said hypothetical mods, the method I have outlined will result in this mod being dependant on both the source mods. Link to comment Share on other sites More sharing options...
GBHis Posted September 6, 2006 Share Posted September 6, 2006 Abramul said: Unless you're trying to learn how to make a total conversion, I would recommend against starting from scratch. If you insist on doing so, you'll have to unpack all the BSAs (see my post on previous page), and recreate EVERY SINGLE object that you want to use. This would be incredibly time consuming. Instead, I would recommend that you create a blank cell. As for flames, I only flame people in Enemy Territory. Fire GOOD!That's the long way around it...The steps are somewhat hard to explain, though. I would stick to Wookiee's blank esm if you're just starting out. It's hosted at TESSOURCE, look it up :) Reply to the post that asked this:Flames? Take them to the official forums... Oh, I got a reprimante for calling some guy a jerk here. You asked in a nice way, asking a serious question, using correct english. (Better than mine, anyway :))Nothing to worry about :) Link to comment Share on other sites More sharing options...
littlewolf14 Posted September 7, 2006 Share Posted September 7, 2006 How do i uv map yes i checked the wiki and i cant find jack in it about how to do that so pleas help me ive tryed starting a thred about and they tell me to goto the wiki but it aint there so please help me Link to comment Share on other sites More sharing options...
Madhh Posted October 3, 2006 Share Posted October 3, 2006 I've just got a question. How can i add fire and electricity graphical effects to items? I'm thinking about making burning swords and such, like in nwn. That would be cool i think. I just don't know how to make it. Any help? Link to comment Share on other sites More sharing options...
GBHis Posted October 5, 2006 Share Posted October 5, 2006 @Littlewolf:Do you mean "extract the UV maps" or "make UV maps"?In NifSkope, there's a 2-click-step for the first one.There's a nice tutorial at the WIKI for the second. @Mad-h:Hmm... Either apply it to the mesh using NifSkope, or try playing shaders on your weapon... Link to comment Share on other sites More sharing options...
WarKirby3333 Posted October 5, 2006 Author Share Posted October 5, 2006 @GBHis: I had a look through the wiki and I could not find a UV Mapping tutorial. Could you link the guy to it, if it is indeed there? WarKirby Link to comment Share on other sites More sharing options...
GBHis Posted October 6, 2006 Share Posted October 6, 2006 D'oh. I meant "there's a link to a nice tutorial on the WIKI" :)Here:http://en.wikibooks.org/wiki/Blender_3D:_N..._Pro/UV_Mapping A little google-hacking have me:http://biorust.com/index.php?page=tutorial...il&tutid=85http://cs.elderscrolls.com/constwiki/index...pping_the_modelhttp://mediawiki.blender.org/index.php/Man...rtIV/UV_Mapping Link to comment Share on other sites More sharing options...
insanemainframe Posted October 11, 2006 Share Posted October 11, 2006 Hi,I am completely stumped, and found the cs.elderscrolls.wiki link completely unhelpful.Hoping someone here might wetnurse me a bit. I had played with Morrowinds CS - making simple enchanted weapons and clothes, (not from scratch, just "modding" something that already was) and had no real problem. This new CS is a *censored*. I just spent 4 hours, picking bits out of buggy mods for meshes/textures/icons that I liked, and even 2 items that came in the main file, but when I loaded the plugin .esp I made and consoled the items in with the ID generated by the CS (or tried to), I got errors - basically "Item ####### not found for parameter ObjectID", and my stuff isn't there. It IS in the plugin file, I can find it, but when I use the console to add the item ingame, the console says "Duh?". Is there something I am missing? insanemainframe said: Is there something I am missing? Yes, there is - it has something to do with "Active File" - it is late and I am tired and stressed over this, but while mucking around, I told the CS to "Make file active", and did one piece, and it worked! Only now, I can't replicate the results :( Anyone help me out here? EDIT: Merged your posts. Please use the edit button underneath your post to add more rather than double posting. Thanks. - Switch Link to comment Share on other sites More sharing options...
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