reptoon Posted November 29, 2011 Share Posted November 29, 2011 (edited) You can have both by making the new item non-replacing, the first post of this thread explains how to do that. I started over using the first post of thread. Instead of GRUP CONT i used GRUP COBJ (so i can make the item)Used GRUP ARMO -- ArmorIronShield formID: original -- ArmorIronShield2 formID: 01444446Used GRUP ARMA -- IronShield2AA formID: 01444448 -MOD2 = Armor\Iron\Shield03.nif Load GameSee both items on Forge listBoth look different in Inventory While in 3rd or 1st person view when switching between the 2 items...They look like the original texture If I can bribe anybody some money... 10-20$ sent via paypal.. ... Edited November 29, 2011 by reptoon Link to comment Share on other sites More sharing options...
reptoon Posted November 29, 2011 Share Posted November 29, 2011 bump willing to pay if somebody could help me get a working version Link to comment Share on other sites More sharing options...
STSG Posted November 29, 2011 Share Posted November 29, 2011 Anybody knows if there is any way to make your custom made npcs like you on default? (like if you used setrelationshiprank <refid> 4 on them from the console). Also any fix on the head/body color mismatch issue? I tried to search for something but most results come for fo3 or tes4, not skyrim. :unsure: Link to comment Share on other sites More sharing options...
STSG Posted November 29, 2011 Share Posted November 29, 2011 (edited) Sorry, double post due to site overload >< Edited November 29, 2011 by STSG Link to comment Share on other sites More sharing options...
Lucubration Posted November 29, 2011 Share Posted November 29, 2011 (edited) I uploaded this eyepatch http://www.skyrimnexus.com/downloads/file.php?id=1788&tab=4&navtag=/downloads/file/discussions.php?id=1788, it's based on a circlet so it does have the same weight of 2, which realistically makes no sense of course. Does anyone know which variable defines the weight in TESsnip? Look at the float values of every group of 4 bytes ('word' I think?) in the Hex editor for the item DATA subrecord. That's where I found weights for some armor I was examining a couple of days ago. So a random example of the DATA subrecord might be like: 1A 00 00 00 00 00 00 40 00 00 00 00 Where the green part is the hex value for 2.0 weight as a float. Edited November 29, 2011 by Lucubration Link to comment Share on other sites More sharing options...
Lucubration Posted November 29, 2011 Share Posted November 29, 2011 (edited) Double-post. Edited November 29, 2011 by Lucubration Link to comment Share on other sites More sharing options...
reptoon Posted November 29, 2011 Share Posted November 29, 2011 bump ^^ Link to comment Share on other sites More sharing options...
DOUBLEBREWSKI Posted November 30, 2011 Share Posted November 30, 2011 (edited) I was having the same problem with a sword I converted from an Oblivion mod. To test it, I simply overwrote the SteelGreatsword.nif to see if it worked in game. When the game loaded, my companion was carrying my Skyforge Steel Greatsword, which was replaced by the new model. When I took it from her inventory, it appeared as the regular sword in both my hand and my inventory. Then it occurred to me that Bethesda used 1stPerson nifs for weapons and items that appear close up in 1st person view in Fallout 3. That way, they can have a lower quality texture on the 3rd person version and no one really notices. So, I found the 1stPersonSteelGreatsword.nif in the BSA and using the Nifskope method mentioned at the beginning of this post, I overwrote that one with my new nif and the weapon appeared correctly in menu and hands. Hope that helps. Edited November 30, 2011 by DOUBLEBREWSKI Link to comment Share on other sites More sharing options...
reptoon Posted November 30, 2011 Share Posted November 30, 2011 I was having the same problem with a sword I converted from an Oblivion mod. To test it, I simply overwrote the SteelGreatsword.nif to see if it worked in game. When the game loaded, my companion was carrying my Skyforge Steel Greatsword, which was replaced by the new model. When I took it from her inventory, it appeared as the regular sword in both my hand and my inventory. Then it occurred to me that Bethesda used 1stPerson nifs for weapons and items that appear close up in 1st person view in Fallout 3. That way, they can have a lower quality texture on the 3rd person version and no one really notices. So, I found the 1stPersonSteelGreatsword.nif in the BSA and using the Nifskope method mentioned at the beginning of this post, I overwrote that one with my new nif and the weapon appeared correctly in menu and hands. Hope that helps. I can get it to work by over-writing other itemsBut I was looking for ways to duplicate an item and apply the texture there. Done all the MOD2 pathing in bothh ARMA/ARMO grups Also Shields don't got 1st/3rd person copies :( Link to comment Share on other sites More sharing options...
Ronin4444 Posted November 30, 2011 Share Posted November 30, 2011 using the 1st post as a guide, could i port assets eg Frostmourne, from TES4 to skyrim? Link to comment Share on other sites More sharing options...
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