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Posted

I am working on retexturing creatures for a few mod ideas in anticipation of the CK and would like to be able to add additional meshes to creatures and possibly armour. For example having a set of armour with a few skulls attached to a cuirass.

 

I have done a bit of copy/pasting for individual NiTriShapedata and I know how the translate (move) them around but I don't know how to add more than one NiTriShapedata to a NiTriShape.

 

Can anybody with some experience give a little advice on how to do this?

Posted
  On 2/5/2012 at 10:17 PM, throttlekitty said:

unpossible. You'll need to have a new shape/transform for each data.

 

Ugh, so my option is Blender then? I've been trying to get away with using it because it looks really complicated.

Posted

Can Skyrim not handle creatures with multiple 'objects'? Oblivion creatures, including the ones I made, could be made up of any number of TriShapes. That way, you could have different texture elements, like shiny eyes against leathery skin, etc.

 

BUT, learning to use Blender will rock your modding world, and if you really need to combine two meshes into one object it is pretty easy.

You should just start playing with Blender. Small steps lead to Awsome.

 

At the moment, you would need to download the older version 2.49b, I think. And yes, the whole install process is CRAZY. But worth it.

Posted (edited)
  On 2/6/2012 at 1:56 AM, LittleBaron said:

Can Skyrim not handle creatures with multiple 'objects'? Oblivion creatures, including the ones I made, could be made up of any number of TriShapes. That way, you could have different texture elements, like shiny eyes against leathery skin, etc.

 

yeah, but he asked if adding 2 different meshed data to a single mesh object was doable.

Edited by Ghogiel
Posted
I just don't understand why he would need to do that. But, I'm sure there are advanced methods for working with Meshes I'm not aware of, so... I'll shut up.
Posted

What I was after was to add bones and skulls to a set of dwarven armour that I would retexture. I don't have a lot of experience with mesh/model manipulation and up to now only managed to do weapon replacers in a NV mod, making previously unusable items into weapons.

 

What I tried was open two Nifskope windows, one with the armour (dwarvenarmour_0) and one with the skull (under clutter). I then tried to build a few new NiTriShapes, adding the NiTriShapeData, BSLightingShaderProperty and TextureSet and build it up from there. I positioned (translated) 2 skulls onto the shoulders and added the textures, making sure everything was linked in the block details but when I tried to add it to the game it just crashes.

 

I even tried a simple copy and paste over the NiTriShapeData for helmets, (for a laugh) replacing the helmet with an iron pot then translating the position and that just makes the head disappear!

Posted

Kitbashing like that doesn't work so well when it comes to skinned meshes, sorry.

I (still) haven't tested this yet, but in previous games, there was a way to rigid bind a model to a bone by attaching a NiStringExtraData to a Node/Shape. It should have a Name of "Prn", and the value should be the name of the bone you want to attach to.

NPC L Pauldron or NPC R Pauldron might be a good choice of bones for your skulls if you'd like to give it a go.

Posted (edited)

If you just want some extra gubbins dangling off of your outfit then you have to skin those pieces as well. it's no good just adding clutter items via nifskope, you have to import and skin those bits, then you could go about adding them to the outfit nifs via nifskope.

 

edit: been meaning to try prn in skyrim. I have no idea if them work either.

Edited by Ghogiel
Posted
Ok I will try looking at the fallout pouldrons then to see how they were put together, and try attaching the NiStringExtraData. I didn't know about importing and skinning either so will look up some tutorials now. If I find any info on the 'Prn' issue I will post the link on this thread. :thumbsup:
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