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Armor Making Problems


bomo99

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the screenshot item was Draxes boots and the mods i am using are

Amulet: Apophis Amulet
Mod: Apophis Armory of the Silver Dragon

Boots: Drake Boots Replica
Mod: Drake Knight Armor and Weapons

Cloak: Large White Cloak
Mod: Capes and Cloaks

Cuirass: Drake Cuirass Replica
Mod: Drake Knight Armor and Weapons

Gauntlets: Drake Gauntlets Replica
Mod: Drake Knight Armor and Weapons

Greaves: Drake Greaves Replica
Mod: Drake Knight Armor and Weapons

Left Ring: Apophis Diamond Ring
Mod: Apophis Armory of the Silver Dragon

Right Ring: Apophis Ruby Ring
Mod: Apophis Armory of the Silver Dragon

Mask: Apophis BattleMage Mask
Mod: Apophis Armory of the Silver Dragon

Shield: Drake Shield Replica
Mod: Drake Knight Armor and Weapons

Sword: Sunfire Sword
Mod: The Dungeons of Ivellon

^^All the Original Items items plus the mod they come from^^

Edited by bomo99
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Now, finally I got some time to look into this for you. Man, why hasn't anybody else taken over in my absence already in the mean time? Those last days I've been occupied with job work like 24/7, just it wasn't 7 days since yet. Today I finally got some time away from work, and what happened? I fell asleep right after I messaged you I could be able to do it today! Guess those 4 hours of sleep last night, and similar the nights before, sorta made my body think of deprivation and created a need to compensate... that's one way to waste a free day, I tell you. But enough of that now, I finally was able to look at it, like I said.

 

If this is only about the boots, like you said, and you weren't wearing anything else that was causing this, then yes, you were right in our PM, the NIF is still pointing to the original's folder for the textures, "textures/armor/dragonspirit" while inside your mod everything is found inside "textures/armor/draxe" now. You need to fix those NiTexturingProperty > NiTextureSource entries inside all the NiTriStrips branches and make them point to the correct new textures instead.

 

I still, after like 6+ years of modding that game, haven't found out why exactly the "missing texture", or better yet "missing normalmap" error can also kill all of a mesh's rigging and make the vertices shoot away into infinity, but it certainly isn't the first I see it happen and it's become common knowledge to me by now. Always make sure all textures are present and the NIF's records are pointing to the correct locations, or just about everything can go haywire in fact, even things you would likely never consider to be related, like here.

 

So first of all fix all texture file references in all of the NIFs you touched. Then let's see if things won't start working automagically already. If then still something's off, or it doesn't even fix the problem at all, come back to me and tell me more, because then you're definitely missing to tell me something else important about what you're wearing or the mods you use. The NIF files themselves are structurally fine and shouldn't cause any issues, besides the wrongly assigned textures of course.

 

Hope it helps, and again, sorry for the long wait. That's why I don't make any definitive promises anymore these days, as I never know if I can keep them. :confused:

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Oh yes, of course, NifSkope should be all you'll need. Sorry for missing to mention that. :pinch:

 

 

 

edit: ...now it's telling me I didn't make any updates for "30" days!... how long did I not get away from work to even start my Windows again? Jeez!

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Like I said, open the NIF with NifSkope, on the left hand there's an expandable NIF tree starting with "NiNode 0 - Scene Root", inside there are the NiTriStrips you need to expand, and inside each of these there's NiTexturingProperty > NiTextureSource containing the file path to the texture starting with "textures/...". You can either click on the input fields and modify the path by hand, or you can click on the little flower(?) icon and browse to the actual file instead.

 

If you don't have the old mods still installed inside your game, and thus the models are bland white or grey inside NifSkope, as soon as you got the right path you'll see it right away.

 

And it's not a dumb question at all, if you haven't used NifSkope for that kind of task before. As far as I'm concerned, the only dumb question is the one you don't ask. Lack of knowledge is neither a fault nor unfixable. You need always just to ask. :happy:

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so where should i setup the path for the items on my desktop?

c:\users\User\desktop\dremore's overhaul2\textures\armor\dremore's overhaul\draxe\dragonspiritboots.dds this is what i set it too

 

since the original is this textures\armor\dragonspirit\dragonspiritboots.dds

im just wonder where to proceed from here

Edited by bomo99
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Uh, the paths must be relative inside NifSkope or nobody else but you will be able to use your mod later. Like I said, they usually start with "textures/", which is the folder "Oblivion/Data/textures" of your game installation.

 

Your mod's files must reside inside your game's Data folder, not anywhere outside. You can setup your NifSkope so it knows that path and translates your texture sources to their relative form automatically, but it does not always work for everyone, so making sure the paths correctly start with "textures/", not "c:/something/something else/" or whatever, is a recommended step in either way.

 

You can remove the manually placed files later, put them into a mod archive and install with the manager of your choice, or whatever you prefer, but they must be inside your game's Data folder at the end or things might go seriously wrong.

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