Rockon_rrh Posted December 28, 2011 Share Posted December 28, 2011 Hey guys, So I was inspired by DankRafft's ebony helmet replacement mod (which replaces the lame ebony helmet with the nightingale cowl) and decided I wanted to make my own replacement mod for the ebony helmet. Specifically, I plan to replace the ebony helmet with the Ancient Nord helmet, along with a high res texture replacement so the new helmet matches the ebony armor. I've run into a little snag though.... I used FOMM's TESsnip to isolate the (ARMO) ArmorEbonyHelmet. Then I modified the MOD2 and MOD4 entries with the world models for the ancient nod helmet (armor\draugr\draugrhelmetmale_go.nif) and that worked fine in-game. But when I try to modify the MODL entry, replacing it with the same HEX code used in the MODL entry of ARMO (ArmorDraugrHelmet), my characters head simply disappears in-game when I equip it. I have double checked my work many times and cant figure out what I'm doing wrong. I even opened DankRafft's mod with mine in TESsnip to see if I missed a step but I cant see anything I did differently. Any ideas are appreciated and I will credit whoever helps me fix this when I post it on Nexus. Link to comment Share on other sites More sharing options...
Rockon_rrh Posted December 28, 2011 Author Share Posted December 28, 2011 Nevermind, I fixed it. Made a dupe of the (ARMO) ArmorDraugrHelmet in TESsnip and changed its FormID and name to that of the ebony helmet and saved the esp. When I loaded the game, my character had the new model for the ebony helmet. Now, onto the retexture! Link to comment Share on other sites More sharing options...
MShoap13 Posted December 28, 2011 Share Posted December 28, 2011 Just a heads up, you'll need to copy and paste the Draugr helmet mesh, rename it, edit it's texture path(s) in NifSkope to point to your new textures, and alter your plugin (If you're insistent on using a plugin) to point to the new renamed mesh if you want to avoid retexturing all Draugr helmets. To do this without a plugin just rename the Draugr helmet mesh to match the name of the Ebony helmet mesh and place it in the appropriate folder (Where Skyrim looks for the Ebony helmet). You'd still need to alter this meshes texture path(s) in Nifskope to only retexture it. Link to comment Share on other sites More sharing options...
Rockon_rrh Posted December 28, 2011 Author Share Posted December 28, 2011 THanks for the tip Mshoap. I'll keep that in mind before I consider a public release. So the texture is coming along okay, despite the fact that I really dont know what I'm doing. However, while I like the textrue I'm making well enough, I was wondering if there is anyway to get rid of the bumpy look on the ancient nord helmet? It doesnt seem to be part of the model itself but rather some effect to make it look like the model is bumpy. http://i990.photobucket.com/albums/af30/stonedzen/screenshot.jpg Notice the bumpy "hammered" look to the model, any way to remove that? Link to comment Share on other sites More sharing options...
MShoap13 Posted December 28, 2011 Share Posted December 28, 2011 That appears to be the normal map. It should have the same name as the texture but end with _n.dds Link to comment Share on other sites More sharing options...
Rockon_rrh Posted December 29, 2011 Author Share Posted December 29, 2011 Here it is thus far. What do you think? http://i990.photobucket.com/albums/af30/stonedzen/Screenshot2686.png Link to comment Share on other sites More sharing options...
Moncoh Posted February 5, 2012 Share Posted February 5, 2012 This thread helped a lot with a helmet replacement I was making, thanks for that! Also, your helmet looks nice, but the armor seems to be a bit lighter and have somewhat of a brushed look to it. Still matches quite well though, good work. Link to comment Share on other sites More sharing options...
Kutay Posted June 2, 2012 Share Posted June 2, 2012 Can you upload it please? I loved it. Link to comment Share on other sites More sharing options...
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