SnowberryGal Posted December 14, 2016 Share Posted December 14, 2016 Hello Forgive this noob question, but I'm having a go at modding Enderal, and I have an issue with the modders' resources they've created. This also happens when I try to use other modders' resources. Basically when I load up interiors, exteriors, with custom-made assets into the render window, I see red diamond shapes with large white exclamation marks in them. This shape also appears in the preview window in the CK. I've tried pressing all the function keys so as to see the assets. How do I make them appear so I know what I'm placing and where....? I realise you've all been using these assets for years and I expect there's (hopefully) a simple solution... :-) Link to comment Share on other sites More sharing options...
NexusComa Posted December 15, 2016 Share Posted December 15, 2016 Make sure the textures are in the correct folders Link to comment Share on other sites More sharing options...
killerrj8 Posted December 15, 2016 Share Posted December 15, 2016 Usually you get .nif files when downloading resources. These files come in your data/meshes folder. Then, when you are in the creation kit, you need to create a new object. Let's say you downloaded a building as a resource and want to put it in the game. You have already the put the files in your data folder. In the creation kit you open up your "statics" tab and right-click and hit "new". Give your new file a name. (for example: ModBuilding01). Then you still need the model so you click on the button that says: Edit. A new window pops up and again, you hit edit. Then you will go in your data/meshes folder and select whatever building resource you downloaded and press ok. Next, you should be able to drag and drop the building in your world and it should appear. Link to comment Share on other sites More sharing options...
NexusComa Posted December 15, 2016 Share Posted December 15, 2016 Usually you get .nif files when downloading resources. These files come in your data/meshes folder. Then, when you are in the creation kit, you need to create a new object. Let's say you downloaded a building as a resource and want to put it in the game. You have already the put the files in your data folder. In the creation kit you open up your "statics" tab and right-click and hit "new". Give your new file a name. (for example: ModBuilding01). Then you still need the model so you click on the button that says: Edit. A new window pops up and again, you hit edit. Then you will go in your data/meshes folder and select whatever building resource you downloaded and press ok. Next, you should be able to drag and drop the building in your world and it should appear. I've actually never done it this way ... I just grab something that is a static and rename it and change the mesh.Yes, to create a new object. That way you get everything you need preset for the static ... Also, if you use movable static the player can bump into it and move it. So, make sure to use just static. Link to comment Share on other sites More sharing options...
samphaa7 Posted December 15, 2016 Share Posted December 15, 2016 Hi guys, sorry to jump in on this but I have a similar question. A few days ago I went to load up Elianora's Breezehome in the CK to change a few things and had red squares with white exclamation marks everywhere. I spoke to her about it and she said to add Eli - Breezehome.bsa and Eli - Breezehometextures.bsa to my CK ini files, I did this and it worked beautifully.She also said I can use this method for any other house mod I want to load up and that I only need to unpack the BSA's if I plan on using them in another mod. Now I'm getting a little more experienced with the CK I want to create my own house, I don't plan on publishing it cause I know the amount of shite authors get and don't wanna have to deal with it xD.I started creating my house last night and noticed that I had alot of BYOH files in the object window, the same files that I was probably missing when I originally tried to load up Eli's house in the CK. I want to use a few of them in my own mod, mainly a tower interior and exterior. I played around for a few hours and come up with a design that I liked then saved it as a new plugin. I went to load up Eli's breezehome in the CK after and was back to having red blocks with white exclamation marks everywhere, checked my CK ini files and the texture bsa's I added were missing. I added them back in again and everything was back to normal, but it now has me slightly worried. Do I need to unpack her bsa files and then drag and drop them into the CK? Or am I missing something simple? Sorry for being a noob, only been modding a month and using CK for a week. Any help appreciated, thanks. Link to comment Share on other sites More sharing options...
SnowberryGal Posted December 15, 2016 Author Share Posted December 15, 2016 So, Samphaa7, does Eli mean amend the SkyrimEditor.ini and put Enderal.bsa in the SResourceArchiveList2=Skyrim after all the DLCs? Link to comment Share on other sites More sharing options...
SnowberryGal Posted December 15, 2016 Author Share Posted December 15, 2016 Dear NexusComa, I'm not sure "Make sure the textures are in the correct folders" is a very helpful reply, because I've looked over the files in my Skyrim Data folder and it's clear that Enderal have created their own files, for textures, etc and I don't really want to go moving things around and fiddling with their work... "Make sure the textures are in the correct folders" But exactly what do you mean anyway. I've noticed that when I unpack certain bsa textures they tend to set up their own textures folders and this can go on and on, I mean one folder opening into other folders, they seem to be following a pathway. So I have gone in and deleted all these extra folders and put unpacked textures into just one or let them follow maybe two folders.. something like that, is that OK? I've noticed that if you download mods you get their own texture folders into your Data file like Lolicept Resources for instance. (I wish someone on Nexus would put up a tutorial on how to understand how the data file/texture files or any Skyrim files work, you know how to use them, manipulate them. It's all very well downloading mods via NMM which is a wonderful convenience, but then you don't learn how to manipulate the files or why what goes where. File management. It's a bit like knowing DOS and how the console commands work. The "oh-so" secretive and miraculous console commands...) Link to comment Share on other sites More sharing options...
SnowberryGal Posted December 15, 2016 Author Share Posted December 15, 2016 Samphaa7, check out Elianora's Modding Tutorials on YouTube, maybe something will help you there? Link to comment Share on other sites More sharing options...
SnowberryGal Posted December 15, 2016 Author Share Posted December 15, 2016 "So, Samphaa7, does Eli mean amend the SkyrimEditor.ini and put Enderal.bsa in the SResourceArchiveList2=Skyrim after all the DLCs?" I tried this and also added Enderaltextures.bsa and none of it worked... Link to comment Share on other sites More sharing options...
Tamira Posted December 15, 2016 Share Posted December 15, 2016 Have a look at my answer in this thread on the SureAI forums:http://forum.sureai.net/viewtopic.php?f=207&t=10414&p=83559#p83559 Link to comment Share on other sites More sharing options...
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