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New Theif Race In The Works


Johnay

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Hey, some of us like the short ones, too. ;)

 

I don't know of any race texture editing tutorials yet, and there's a good reason for that - it's hard. I'm working on several new races for my mod (texture only; they're still human/elf meshes). The UV maps are screwy and you have to draw a line curved if you want it to look straight, especially on the face.

 

I don't know if anyone has warned you about this, but you can't change main body meshes - torso, groin, legs - without changing every single one in the game. This is why Khajiit and Argonians in Oblivion look the same as Imperials bodywise, instead of like in Morrowind.

 

But you CAN:

 

-Change face defaults in the race screen - even resetting the facegen to 0 gives a much nicer look than most game races.

-Give races different stats in the race window. You can even copy a default game race (use right click-duplicate) and adjust their stats and keep their voices and hair data, if you like.

-Give races unique powers you create in the magic tab of the object window.

-Make new tails, heads, ears, and teeth - maybe hands and feet, I haven't tried yet. (I've been thinking about a playable Xivilai.) For that you'll need something like Blender.

 

Blender takes some time and practice to learn, so I'd recommend starting out with just a race retex for practice and getting to know all the parts of the race data screen before you do something like making new raccoonish heads.

 

If you do want to learn Blender, here's a good place to start:

 

http://math.hws.edu/eck/cs324/

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ok, i think there is a tutorial here on these forums, but ill explain as best i can

 

download a .bsa extractor from tessource.net, i think the best one is called bsa commander. it actually has a user interface, almost all others are command line. http://www.tessource.net/files/file.php?id=3311

 

for user interface:(STRONGLY RECOMMENDED IF YOU DO NOT KNOW WHAT YOU ARE DOING VERY WELL)

1. this is fairly straightforward, all you need to do is read the readme. i think the basic flow is open--unpack.

 

for command line:(even if you do not know how to use a command line, YOU DON'T NEED TO KNOW HOW AS LONG AS YOU FOLLOW INSTRUCTIONS EXACTLY. don't be afraid, just do what you're told and there won't be a problem. this still however IS NOT RECCOMENDED IF YOU DO NOT KNOW WHAT YOU ARE DOING.)

1. place the program in oblivion/data/temporary* (*=you can name this folder whatever you want pretty much. obviously it won't exist yet, you will have to make it. just don't name it something like textures or meshes...)

2. copy and paste textures-compressed.bsa or meshes.bsa into the temporary folder

3. go to the start menu-->all program-->accessories-->command prompt

4. type "cd c:\program files\bethesda softworks\oblivion\data\temporary" without the quotes

5. the command line should now read c:\program files\bethesda softworks\oblivion\data\temporary\

6. type in the name of your bsa commander, and you will have to read the readme to find out what command unpacks the bsa archive. an example might be:

c:\program files\bethesda softworks\oblivion\data\temporary\bsaunpacker unpack textures-compressed.bsa

7. if done correctly, an extremely fast scrolling list of all the files it is unpacking should appear.

 

as i said, im pretty sure there is a tutorial on how to unpack them here on these forums. if you are unsure after following my instructions, and reading the readme for the unpacker, then obviously you should go to the tutorial.

 

hope that helps

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