spnphoenix92 Posted November 7, 2011 Author Share Posted November 7, 2011 Thanks! Well I made new folders for the nif and dds files. the nif is in a folder in the meshes folder, and the dds are in afolder in the textures folder. Yes I figured that but what is the name of the textures folder that you are using ? (Nif folder is not important as it can be placed whereever as long as the texture path inside the Nif remains correct ) but I need to know what folder the textures will be placed in in order to set the path in the NIF file so it will properly find the textures ! (ie. the texture path for the model is saved in the Nif file so the textures must be placed in the correct folder or the model will not show up in game. So if you are placing the textures in a new folder and not updating the pathing inside the NIF it will result in the files not being found by the game which is why I asked what you had named it so I could keep it the same instead of making a new folder with the name I placed on it ! Ohhhh ok. The texture folder is named "crimson robe". its in the data\textures folder. So it is in Data\Textures\Crimson Robe\ and not Data\Textures\Clothes\Crimson Robe\ correct ? ( and it is a retexture of the Lower Class 02 robe and hood ? Did you need both Male and Female robes ? Also from the Texture name you uploaded it appears you are using Madmoles shaded hoods is this correct ? ) I'll put the meshes and textures together and make sure they are working in game and upload to a share site in a bit -- do you need a copy of the .esp with them placed in game so you just unpack the file I upload - activate the .esp and go pick them up in game Also do you need just one copy or do you want a particular vendor to sell them and have them respawn so you can make various versions by adding enchantments to them ? And any preferred Name for the .esp file ? Let me know your preferences and I'll check back and then put it together and upload EDIT :Had some time this morning to work on this so HERE is a download link -- JUst extract the files to your Oblivion\Data folder and they wil be placed properly then just activate the Crimson Robe.esp in your Data options of the launcher. I placed the textures in the Data\textures\Crimson Robe and the meshes similarly in DATA\Meshes\Crimson Rbe\ . I made the .esp file with the robe and shaded hood (had to fix your texture for this since you had saved it in DXT1 with 1 bit alpha so the shading was messed up (only had a bit of shading at the top instead of a nice faded shading due to the explicit 1 bit alpha instead of grey scale) but it is fixed now. THe robe and hood havebeen added to a respawning chest placed under the floor of the Divine Elegance store and given to the shop keep's ownership - so she now has them added to her inventory for sale and they will respawn when the cell resets. If you have any problems let me know but all is working properly in my testing. THANK YOU!!! It looks so freakin awesome! :D So what was the problem with mine, was it because i saved it as dtx1 instead of dtx5? and because of the folder? Link to comment Share on other sites More sharing options...
JDFan Posted November 7, 2011 Share Posted November 7, 2011 (edited) THANK YOU!!! It looks so freakin awesome! :D So what was the problem with mine, was it because i saved it as dtx1 instead of dtx5? and because of the folder? Not really sure since I did not look at all of the files you had (just had the one texture file - to determine the problem would need the NIFs and textures to loo at to be sure -- but might have been the save format (I know the shaded hood portion would have been a problem with the DXT1 format since it only has a 1 bit alpha so each pixel is either black or white in the alpha so the shading part had only a small amount of the shading since all the grey portions that fade the shading from heavy to lighter were converted to complete shade or no shade -- I fixed it by remaking the alpha channel using another of Madmoles hoods for copy\pasting into yours. I then just made a copy of the lc02robe's normal map and named it to match the new robe and placed it in the same folder (not sure if you had done this but if not that could have been the problem as well since mising normal maps will cause invisible clothing - another possibility iss if you did not have the create mip maps option checked when saving as the game needs the mip maps generated or it can also cause the problem you had)) -- then just changed the paths in the various Nif files for the robe and hood to create the new Nifs (both world and ground models for male and female as needed) -- also went ahead and made a new inventory icon while I was in Photoshop anyway. Edited November 7, 2011 by JDFan Link to comment Share on other sites More sharing options...
spnphoenix92 Posted November 7, 2011 Author Share Posted November 7, 2011 (edited) THANK YOU!!! It looks so freakin awesome! :D So what was the problem with mine, was it because i saved it as dtx1 instead of dtx5? and because of the folder? Not really sure since I did not look at all of the files you had (just had the one texture file - to determine the problem would need the NIFs and textures to loo at to be sure -- but might have been the save format (I know the shaded hood portion would have been a problem with the DXT1 format since it only has a 1 bit alpha so each pixel is either black or white in the alpha so the shading part had only a small amount of the shading since all the grey portions that fade the shading from heavy to lighter were converted to complete shade or no shade -- I fixed it by remaking the alpha channel using another of Madmoles hoods for copy\pasting into yours. I then just made a copy of the lc02robe's normal map and named it to match the new robe and placed it in the same folder (not sure if you had done this but if not that could have been the problem as well since mising normal maps will cause invisible clothing) -- then just changed the paths in the various Nif files for the robe and hood to create the new Nifs (both world and ground models for male and female as needed) -- also went ahead and made a new inventory icon while I was in Photoshop anyway. Well thank you very much, it looks just as I was thinking. :thumbsup: I used your adivce and figured it out, so I made my first mod which is a dagger. Blood Dagger Mod Edited November 7, 2011 by spnphoenix92 Link to comment Share on other sites More sharing options...
JDFan Posted November 7, 2011 Share Posted November 7, 2011 (edited) I used your adivce and figured it out, so I made my first mod which is a dagger. Blood Dagger Mod Just downloaded and took a look and I see a small problem with the mod upload that you will want to fix ! Currently the NIF has the path for the texture as c:\program files (x86)\bethesda softworks\oblivion\data\textures\blood dagger\blooddagger.dds This will work for your system and anyone else's that is using the default installation path -- but for anyone using a different path they will wind up with a purple texture (the default missing texture !) -- what you want to do is have the path read textures\blood dagger\blooddagger.dds instead that way the pathing is generic and will work on any install path (since the game will automatically find the Data folder in the install path used and thus the NIF path will work in any game whether it is installed in D:\Games\Oblivion\Data\Textures or c:\program files (x86)\bethesda softworks\oblivion\data\textures the game will use the install path and then search for the Textures folder from there so the path in the NIF should start with textures\ Also to get Nifskope to do this automatically for you when navigating to the textures you will need to go to the top bar in nifskope and select Render - Settings - go to the rendering Tab and press on AUTO Detect Game Paths (this will have Nifskope search your registry for installed games it supports and add the install folder to its settings - after doing this when you use the little purple flower thingie to navigate to a texture it will properly path it starting from Textures\ inside the NIF instead of adding all the specific pathing that it is currently adding in your Nifs. You will want to fix this and then reupload the files for the release or you will be getting people posting that the blade is not workinig for them ! (currently it will oly work properly for those that installed Oblivion to the c:\program files (x86)\bethesda softworks\oblivion\data\ Folder. EDIT : OOPS actually just noticed that you also have the blood dagger sub folder in the path but the actual textures are not in that subfolder so will need to either move the textures to the blood dagger folder or remove that sub folder from the path as well ! (Currently your mod package has the textures in just Textures\ folder while the NIF is looking for textures\blood dagger\blooddagger.dds ) Edited November 7, 2011 by JDFan Link to comment Share on other sites More sharing options...
spnphoenix92 Posted November 7, 2011 Author Share Posted November 7, 2011 I used your adivce and figured it out, so I made my first mod which is a dagger. Blood Dagger Mod Just downloaded and took a look and I see a small problem with the mod upload that you will want to fix ! Currently the NIF has the path for the texture as c:\program files (x86)\bethesda softworks\oblivion\data\textures\blood dagger\blooddagger.dds This will work for your system and anyone else's that is using the default installation path -- but for anyone using a different path they will wind up with a purple texture (the default missing texture !) -- what you want to do is have the path read textures\blood dagger\blooddagger.dds instead that way the pathing is generic and will work on any install path (since the game will automatically find the Data folder in the install path used and thus the NIF path will work in any game whether it is installed in D:\Games\Oblivion\Data\Textures or c:\program files (x86)\bethesda softworks\oblivion\data\textures the game will use the install path and then search for the Textures folder from there so the path in the NIF should start with textures\ Also to get Nifskope to do this automatically for you when navigating to the textures you will need to go to the top bar in nifskope and select Render - Settings - go to the rendering Tab and press on AUTO Detect Game Paths (this will have Nifskope search your registry for installed games it supports and add the install folder to its settings - after doing this when you use the little purple flower thingie to navigate to a texture it will properly path it starting from Textures\ inside the NIF instead of adding all the specific pathing that it is currently adding in your Nifs. You will want to fix this and then reupload the files for the release or you will be getting people posting that the blade is not workinig for them ! (currently it will oly work properly for those that installed Oblivion to the c:\program files (x86)\bethesda softworks\oblivion\data\ Folder. EDIT : OOPS actually just noticed that you also have the blood dagger sub folder in the path but the actual textures are not in that subfolder so will need to either move the textures to the blood dagger folder or remove that sub folder from the path as well ! (Currently your mod package has the textures in just Textures\ folder while the NIF is looking for textures\blood dagger\blooddagger.dds ) Ok see if this works. Link to comment Share on other sites More sharing options...
JDFan Posted November 7, 2011 Share Posted November 7, 2011 (edited) Ok see if this works. Yep -- all looks good now - Congratz on the first mod release ! EDIT : Oops spoke too soon -- just took a closer look at the .esp file and noticed you made another small mistake (happens to us all when starting) -- when you made the chest that you added the weapon to you used an existing chest and added the weapon to it -- the effect of this is that you now have 39 copies of your weapon added to the game ( that particular chest has 39 instances used in game and by adding the weapon to it you added it to each instance ! What you want to do instead is almost the same but open an existing chest to edit like you did then change the ID of the chest to something unigue (ie. BloodDaggerChest) delete the contents that are currently in it by highlighting and hitting the Delete key on your keyboard -- drag\drop your weapon into the inventory (like you did) ad then press OK (you will get a prompt asking if you want to create a new item - answer Yes) you now have a new chest that uses the same model in game but has just your dagger in it and is the only one that exists - now go back to the Containers list and find the ID you gave it and drag\drop this into the game and place like you did. At this point to fix your mod up just go back into the .esp as the active file and open that chest like you did to create it - delete your added weapon by highlighting and using the delete key (to get it back to the original inventory) and press OK (this removes your dagger from all 39 chests and gets them back the way they were -- then in the cell view window go to the cell you placed it in and highlight the chest you added and right click - delete (to get rid of the copy of the chest you added since it now has the dagger removed - follow the steps I listed above to create a unique chest with your dagger in it and place it in game where you wanted it -- save your changes and you have fixed your .esp so it now adds the dagger like you wanted and not to 39 different chests scattered throughout the game ! Note : Don't get discouraged -- we all make these mistakes when beginning so just treat it as a learning process ! Edited November 7, 2011 by JDFan Link to comment Share on other sites More sharing options...
Recommended Posts