shadowfaux3002 Posted April 14, 2008 Share Posted April 14, 2008 is it possible to convert a clothing item to be classified as armor? I just downloaded a mod and i would like to be able to give the clothing an armor rating Link to comment Share on other sites More sharing options...
bben46 Posted April 14, 2008 Share Posted April 14, 2008 Yes. But you have to use the CS to do it. Link to comment Share on other sites More sharing options...
shadowfaux3002 Posted April 14, 2008 Author Share Posted April 14, 2008 Yes. But you have to use the CS to do it.OK, I think I know what I need to do. I assume that I take armor already in existence, create a new form of the existing armor, then I replace the .nif files for the Biped Model, with the Biped .nif files of the mod? If so, must I also replace the World Model .nif file as well? Cause I am unable to find those .nif files that the mod uses. By the way, the mod I am referring to is the Rogue Mage and Scoundrel outfits by naglio. Thanks for any help :thumbsup: Link to comment Share on other sites More sharing options...
shadowfaux3002 Posted April 14, 2008 Author Share Posted April 14, 2008 Alright, I think I need a little help with this. I did what I thought I needed to based on what I said in the previous post. I then put the armor in a chest and dropped it into the Market District. Upon opening in game... all I got was two misc items with the same name of the chest. I dropped these two items, and they happened to be more chests, each chest has two copies of itself, so its never ending chain of chests. could anyone perhaps help me? Link to comment Share on other sites More sharing options...
chris 07 Posted April 14, 2008 Share Posted April 14, 2008 well to make it work you have to create new chests, with a new ID, otherwise it would go to everychest of the same ID. Link to comment Share on other sites More sharing options...
shadowfaux3002 Posted April 15, 2008 Author Share Posted April 15, 2008 well to make it work you have to create new chests, with a new ID, otherwise it would go to everychest of the same ID.I did create a new chest id. i put the armor i changed into the new chest, but when i open the chest, there are two misc items inside .. both duplicates of the chest ... and they all have two duplicates of the original chest inside them... none of the armor is inside the chest Link to comment Share on other sites More sharing options...
chris 07 Posted April 15, 2008 Share Posted April 15, 2008 did you put the right chest out? Maybe you accidently dragged out the wrong chest. Link to comment Share on other sites More sharing options...
shadowfaux3002 Posted April 15, 2008 Author Share Posted April 15, 2008 im positive that i put the right chest, cause i gave it a special name as well Link to comment Share on other sites More sharing options...
nosisab Posted April 16, 2008 Share Posted April 16, 2008 The concept of object, instance and reference is useful here. The object is 'unique' in the sense that all instances of it will share the same characteristics, and reference is the way each instance is called by script. In the CS this is traduced this way: when you copy an existing object, giving it a new ID (not just altering its name), you have created a new object. So all changes you do in the 'Object view window' to this new object will reflect in all new instances you put of it in the game. So what you need to have is a real 'unique in game' object, that the changes in it will not affect any other instance of the object in game. So, to give to all instances of object common things, fill it in the 'Object screen' with the things all they have in common (says in the case of a empty container you will put nothing in it). Now, the fun part... You will place this your new container in the Render Window, creating so a new instance of it. and in THIS instance on 'Render window', editing it in the 'Cell view window', you will put the things (drag then from 'Object window' and drop in the container list there). In so doing you will be filling just this one instance. BUT... you will need to create a reference to it in the 'Render window' (this specific instance), if you are to modify its contempts via script. PS - Some clarification. in editing an existent item from Object windows, giving it new ID you will be prompted to decide between creating a new form or altering the actual. BE SURE of creating a new form. Link to comment Share on other sites More sharing options...
shadowfaux3002 Posted April 17, 2008 Author Share Posted April 17, 2008 The concept of object, instance and reference is useful here. The object is 'unique' in the sense that all instances of it will share the same characteristics, and reference is the way each instance is called by script. In the CS this is traduced this way: when you copy an existing object, giving it a new ID (not just altering its name), you have created a new object. So all changes you do in the 'Object view window' to this new object will reflect in all new instances you put of it in the game. So what you need to have is a real 'unique in game' object, that the changes in it will not affect any other instance of the object in game. So, to give to all instances of object common things, fill it in the 'Object screen' with the things all they have in common (says in the case of a empty container you will put nothing in it). Now, the fun part... You will place this your new container in the Render Window, creating so a new instance of it. and in THIS instance on 'Render window', editing it in the 'Cell view window', you will put the things (drag then from 'Object window' and drop in the container list there). In so doing you will be filling just this one instance. BUT... you will need to create a reference to it in the 'Render window' (this specific instance), if you are to modify its contempts via script. PS - Some clarification. in editing an existent item from Object windows, giving it new ID you will be prompted to decide between creating a new form or altering the actual. BE SURE of creating a new form.Thanks for this info .... I do, though, need clarification on the bold paragraph ... it's kinda hard for me to understanding what you are trying to explain. Link to comment Share on other sites More sharing options...
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