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Hi there artists!


hedition

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Hi, everyone. My name is Henry.

 

I am a digital artist who work in the film industry. I spent quite a period doing game art as well. They are more or less the same if you ask me, only different technical requirements.

 

I have been looking at the awesome mods that has been around TES for a long time. I figured its time I should try and take up this hobby as well. Who knows, I might love it :)

 

Here is my Uber Basic Noob Question of Modding +10. How does modding actually work? (as in mesh and texture context only) Do we extract the mesh/textures from client files and edit them, put them in the Data folder and expect the game to recognise them and work? I don't suppose it is that straightforward.

 

Can someone point to me a direction as to how to create mods and publish them?

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kinda yeah actually.

 

The short of it is create art assets like you would for any game.. I say game because it's more specific than just saying 3d models, where you could be doing patches and procedurals and any manner of things mostly used for rendering.

 

Then you export them to the nif file format. Which is a whole kettle of fish of it's own, but cross that bridge when you come to it.

 

Then unless you are replacing something, you will need to make a plugin file that is load with the game that has all the data linked to it, like damage, where it is found in the game world, who owns it, You use the level editor the Creation Kit, which is unreleased, unless you want to kinda hex edit your own one now...

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It's the only way that work, so you have to to extract the chosen mesh/texture file with the fallout mod manager, edit it and than place it in the right folder.

Skyrim probably search in sub-data folder before and if can't find the texture/mesh load it from the bsa

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kinda yeah actually.

 

The short of it is create art assets like you would for any game.. I say game because it's more specific than just saying 3d models, where you could be doing patches and procedurals and any manner of things mostly used for rendering.

 

Then you export them to the nif file format. Which is a whole kettle of fish of it's own, but cross that bridge when you come to it.

 

Then unless you are replacing something, you will need to make a plugin file that is load with the game that has all the data linked to it, like damage, where it is found in the game world, who owns it, You use the level editor the Creation Kit, which is unreleased, unless you want to kinda hex edit your own one now...

 

Ah. Thanks for the reply.

 

So I for example, I take the leather armor, change the appearance in both mesh and textures. Now all I have to do is to put them in the Data folder and the game automatically recognise it the overrides and original client? That is if I am totally replacing the armor in the game right?

 

Have anyone tried editing mesh? I supposed all mesh are rigged and some have their library of animations. I suppose editing the mesh will screw up the skinning?

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