Viperslayer Posted December 2, 2011 Share Posted December 2, 2011 I'll pm you the esp file. Thanks. Once I figure out what the hell is going on I should be able to start updating my mod like crazy, its the only thing holding me back now. I've flawlessly figured out the new method to creating new weapon nifs :[ Link to comment Share on other sites More sharing options...
Phate3 Posted December 2, 2011 Share Posted December 2, 2011 Is there something i need to change to make my sword improvable with the grindstone? Right now it isn't even in the menu. Link to comment Share on other sites More sharing options...
AlexScorpion Posted December 2, 2011 Share Posted December 2, 2011 got everything working ... now i'm wondering how do i set the amount of swords in the merchants inventory Link to comment Share on other sites More sharing options...
esker959 Posted December 3, 2011 Share Posted December 3, 2011 Has anyone worked out how keep the khajiit ears/hair from vanishing when a helmet is put on? I've tried using the circlets as a base but it doesn't seem to show up in the game. All I get is a bald cat with no ears and 2 big holes in his head. Renaming a circlet has the same affect. I wanted to create some new race specific helmets and whilst I was looking at the defaults ones I noticed the standard Dragon Scale helmet actually has slots for khajiit ears but as the game just seems to remove the ear geometry whenever a helmet is added all that remains is the large holes. Link to comment Share on other sites More sharing options...
Waaaghbafet Posted December 3, 2011 Share Posted December 3, 2011 (edited) Has anyone worked out how keep the khajiit ears/hair from vanishing when a helmet is put on? I've tried using the circlets as a base but it doesn't seem to show up in the game. All I get is a bald cat with no ears and 2 big holes in his head. Renaming a circlet has the same affect. I wanted to create some new race specific helmets and whilst I was looking at the defaults ones I noticed the standard Dragon Scale helmet actually has slots for khajiit ears but as the game just seems to remove the ear geometry whenever a helmet is added all that remains is the large holes. Lets use Dragonscale helmet. Did you bring over the ARMA for dragonscalehelmet_khajiit and change its MOD2, MOD3(?) path for your new helmet. Then take that formID and apply it to one of the MODL on the ARMO dragonscalehelmet ?(Reason why there is 4 MODL for almost all helmets in the game) each points to the 1 of 4 different ARMA entries Edit: If you're not replacing any items, the ARMA formID needs to be unique. Edited December 3, 2011 by Waaaghbafet Link to comment Share on other sites More sharing options...
galzohar Posted December 3, 2011 Share Posted December 3, 2011 In terms of modding other things within the game, I was wondering if you guys knew what COCT, CNTO, CNAM, BNAM and NAM1 mean. (Used in the iron ingot recipe node - RecipeIngotIron.) Edit: Worked out CNAM equals the form id of the item you're creatingEdit2: Sorry for spamming a bit guys found a tutorial for what I wanted anyway :)Please link. I'm looking for what can be edited and how on the data aspect and can't find jack. Link to comment Share on other sites More sharing options...
Phate3 Posted December 3, 2011 Share Posted December 3, 2011 got everything working ... now i'm wondering how do i set the amount of swords in the merchants inventory In the CNTO you copy pasted, double click it. You need to change this number: http://i.imgur.com/NQsDe.jpgSo, no one can help in making the swords improvable at the grindstone? Link to comment Share on other sites More sharing options...
AlexScorpion Posted December 3, 2011 Share Posted December 3, 2011 got everything working ... now i'm wondering how do i set the amount of swords in the merchants inventory In the CNTO you copy pasted, double click it. You need to change this number: http://i.imgur.com/NQsDe.jpgSo, no one can help in making the swords improvable at the grindstone?thanks :) Link to comment Share on other sites More sharing options...
Phate3 Posted December 3, 2011 Share Posted December 3, 2011 Alright, searching for how to improve weapons with the grindstone i found a good thing.How to change the base damage of your new weapon. In the DATA of the WEAP, you need to change this hex: http://i.imgur.com/MOjZR.jpgDon't try to change the "Short", it won't work, you need to input a hexadecimal directly. Link to comment Share on other sites More sharing options...
esker959 Posted December 3, 2011 Share Posted December 3, 2011 Has anyone worked out how keep the khajiit ears/hair from vanishing when a helmet is put on? I've tried using the circlets as a base but it doesn't seem to show up in the game. All I get is a bald cat with no ears and 2 big holes in his head. Renaming a circlet has the same affect. I wanted to create some new race specific helmets and whilst I was looking at the defaults ones I noticed the standard Dragon Scale helmet actually has slots for khajiit ears but as the game just seems to remove the ear geometry whenever a helmet is added all that remains is the large holes. Lets use Dragonscale helmet. Did you bring over the ARMA for dragonscalehelmet_khajiit and change its MOD2, MOD3(?) path for your new helmet. Then take that formID and apply it to one of the MODL on the ARMO dragonscalehelmet ?(Reason why there is 4 MODL for almost all helmets in the game) each points to the 1 of 4 different ARMA entries Edit: If you're not replacing any items, the ARMA formID needs to be unique.Thanks, I'm not totally familiar with TESsnip so I wasn't sure what you meant with the ARMA part but I did make sense of the rest of it. Not sure it'll fix my problem though as the original Dragonscale Helmet has the same problem and I was looking to see if that was fixable first. I'll just go back to modeling and texturing until the kit comes out though I think. Far easier. Link to comment Share on other sites More sharing options...
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