Sylriel Posted November 10, 2010 Share Posted November 10, 2010 Hi, everyone. I could use some help with an issue I am having with meshes. I took a custom human female boots mesh and modified it. It had HF_BOO_LGT_ArmorM1 for its chunks name which is the same chunks name for the vanilla light boots. The original modder created this mesh from the vanilla set. Here is the problem:If I install my newly modded mesh while retaining the original chunks name, HF_BOO_LGT_ArmorM1, my mesh overrides other instances of boots with the same chunk name. In other words, people who normally wears vanilla light leather boots would end up wearing my boots. This can be seen in the game's transition from pre Landsmeet to Landsmeet start. Sophie's guard's boots will change to mine even though she wore vanilla boots before. Alfstanna will be created wearing my boots. This is the same in the toolset. If I open any light boots and go through the various models, every model looks like mine. Now if I change the chunks name using NewByPower tools for Blender to something else like HF_BOO_EXA_ArmorM1 and change the mmh file to reflect the change, my model itself disappears both in the toolset and in game. The other other models that has HF_BOO_LGT_Armor1 will still show but will show my boots. I can only assume that my model is still retaining the original chunk name. But I don't know how or why. I can't find it. If anyone can shed any light on what I am doing wrong and point me in the right direction, I would be most grateful. Thanks! PS I only have Blender with NewByPower's tools available to me for modelling. Link to comment Share on other sites More sharing options...
XTR3M368 Posted November 10, 2010 Share Posted November 10, 2010 The problem you are talking about is the difference between an armor replacer and adding unique new content. If your mod is overriding other vanilla items of the same "class", you have created a replacer. There are ways to get around this. One way is to create your model as unique content. Rather than go into a lengthy explanation, I will just give you the link. The DA Builder Wiki should be able to answer most or your questions. Any you have left, go ahead and post and I am sure someone will have an answer.Item Tutorial from DA Builder Wiki Link to comment Share on other sites More sharing options...
Sylriel Posted November 11, 2010 Author Share Posted November 11, 2010 The problem you are talking about is the difference between an armor replacer and adding unique new content. If your mod is overriding other vanilla items of the same "class", you have created a replacer. There are ways to get around this. One way is to create your model as unique content. Rather than go into a lengthy explanation, I will just give you the link. The DA Builder Wiki should be able to answer most or your questions. Any you have left, go ahead and post and I am sure someone will have an answer.Item Tutorial from DA Builder Wiki Thank you for responding to my post, XTR3M368. I apologize for not responding sooner. I was on a flight to Houston. My model is not intended to replace any of the vanilla items. It has its own GDA listing and is intended to be another choice when selecting what model variant to use for an item. In my case, I create a new item, set its properties and I can choose my model from the Item Variation drop down list. Everything works as planned until I actually try to use it in game. If I keep the chunk name the same as the vanilla model, it replaces items that are supposed to have vanilla items even though it was not intended. For example, the human female model I have has a chunk name of HF_BOO_LGT_ArmorM1 and a file name of hf_boo_hhs_0.msh. The vanilla model also has the same chunk name and has a file name of hf_boo_lgt_0.msh. My boots end up replacing anything that uses hf_boo_lgt_0.msh in game. If I try to change the chunk name from HF_BOO_LGT_ArmorM1 to HF_BOO_HHS_ArmorM1, two things can happen and I do not yet know what causes which. One, my model becomes invisible and all the other vanilla items that has the original HF_BOO_LGT_ArmorM1 as their chunk names (every light armor boots in game) also become invisible. Or, my model becomes invisible and all the other vanilla items that still has HF_BOO_LGT_ArmorM1 for their chunk names remain visible but using my model hf_boo_hhs_0.msh instead of hf_boo_lgt_0.msh. This doesn't make sense to me. Why is the game still confusing my model with the original model AFTER I have already changed the chunk name? Even if I keep the original chunk name, why should it overwrite the original items? Doesn't the game use the filenames to determine which to use? Thanks for your help Link to comment Share on other sites More sharing options...
XTR3M368 Posted November 11, 2010 Share Posted November 11, 2010 DA doesn't work like Oblivion for modding which was FAR easier. You are still creating a replacer. You have to have a way of telling the game which models to put on your armor. If you just change the vanilla to what you want, the game changes ALL vanilla to what you want. Here is a tutorial that even goes as far as to show you how to create a DAZIP. You are just not going far enough with your mod to make it unique content. Changing names and tags without assigning meshes and textures to those files will result in the invisible items you have. Take a look at this tutorial. Link to comment Share on other sites More sharing options...
Sylriel Posted November 12, 2010 Author Share Posted November 12, 2010 DA doesn't work like Oblivion for modding which was FAR easier. You are still creating a replacer. You have to have a way of telling the game which models to put on your armor. If you just change the vanilla to what you want, the game changes ALL vanilla to what you want. Here is a tutorial that even goes as far as to show you how to create a DAZIP. You are just not going far enough with your mod to make it unique content. Changing names and tags without assigning meshes and textures to those files will result in the invisible items you have. Take a look at this tutorial. Thanks again, XTR3M368. I am sorry. I am away on a trip and could not respond in a timely manner to you. What I want is to add my model to the item variations list. I want my model to be selectable either for creating new items or for changing the model used for an item. I have created the msh files along with the mmh files. And I have created the GDA listings for my models. I don't want to replace any vanilla models. I am not changing the vanilla models. I want to add a new model to the list of available models to choose when creating or when changing the model used by an item. So if I want to create a new pair of boots, I should be able to create one and choose my model from the variations list. If I want to change the model being used by the Bard's Dancing Shoes from the vanilla to mine, I want to be able to do that. I don't know what I am not doing correctly. Link to comment Share on other sites More sharing options...
XTR3M368 Posted November 12, 2010 Share Posted November 12, 2010 Creating a standard GDA like Adonnay did for his weapon replacer sounds like what you did. A standard GDA will replace ALL items with the same "chunks" name. I would look at other mods that add unique content, like our Elvhenan Weapons mod which adds unique content without over writing anything and see what you have in common with each and what you have or haven't included in your mod that makes it a replacer. Do you have a UTI for your mod? Link to comment Share on other sites More sharing options...
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