DingerDan Posted June 22, 2011 Share Posted June 22, 2011 The short form of the story is that the mod I make uses resources from a mod resource (lowerclass basement) which works fine in the editor, but none of the meshes show in the game, even the basement itself is just black, with the vanilla objects I placed just floating. I figure it must be the game not finding the resources. How do I set my mod .esp to call those resources by itself? Thanks. Link to comment Share on other sites More sharing options...
wetblanket Posted June 22, 2011 Share Posted June 22, 2011 (edited) I'm guessing you loaded Lowerclass Cellar.esp in the CS whilst making your mod? What you need to do is: - extract the meshes (Oblivion\data\meshes\architecture\lowerclass\) but you have probably already done this. - open your esp (don't load Lowerclass Cellar.esp) in the CS and navigate to world objects/statics/architecture/lowerclass in the Object Window. - find the meshes (houselower05.nif etc) in explorer and drag them onto the list of objects in the CS's Object Window You have just created 5 new objects in your esp that can be used to make your mod. You could make the resource esp a master (like oblivion.esm) but this only makes sense if it has a large number of resources that you plan to use. Best not to unless really necessary. edit. just to be clear, you don't need Lowerclass Cellar.esp. Delete it. Edited June 22, 2011 by wetblanket Link to comment Share on other sites More sharing options...
DingerDan Posted June 22, 2011 Author Share Posted June 22, 2011 I'm guessing you loaded Lowerclass Cellar.esp in the CS whilst making your mod? What you need to do is: - extract the meshes (Oblivion\data\meshes\architecture\lowerclass\) but you have probably already done this. - open your esp (don't load Lowerclass Cellar.esp) in the CS and navigate to world objects/statics/architecture/lowerclass in the Object Window. - find the meshes (houselower05.nif etc) in explorer and drag them onto the list of objects in the CS's Object Window You have just created 5 new objects in your esp that can be used to make your mod. You could make the resource esp a master (like oblivion.esm) but this only makes sense if it has a large number of resources that you plan to use. Best not to unless really necessary. edit. just to be clear, you don't need Lowerclass Cellar.esp. Delete it. Ah, I see. Thank you ^^ Link to comment Share on other sites More sharing options...
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