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Creation kit adding models


theupstart

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I've searched the forum , even the web and no answers pop out. No tutorials appear either. Could anyone explain to me how to add models to custom items via the creation kit, if its even possible. I can create models witch was a choir to learn and so simple once you get it i can get them in game as replacements but for the life of me i can't seem to find out how to add them as standalone .esp's . Unless I edit someone else's .esp to do so.
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Create a new item and assign it your new model?

Yeah. I mean I've created the models. And I get how to create a new item in the creation kit. However where do you assign its models. Besides the world model (which is the model that lay on the ground) I don't see how. For example, I created model a. Then create item b. Now I want item b to use model a. Can that be done in the creation kit?

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When you say you created the model, do you mean you've gotten it into Skyrim-compatible .NIF format? If you haven't, you need to do that, and as far as I know it can only be done either in 3ds Max or in Blender 2.49b (must be 2.49b, newer versions do not support the required conversion scripts). After that there's a fair amount of manual adjustment that has to be done in NIFSkope, look in the modding tutorials thread for detailed tutorials on that. Edited by pjz
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Yes, theres usually the tutorials on the Construction Set wiki still work fo the Creation Kit. There are a few about custom weapons on there.

Yeah all the wiki tells us is how to edit properties. Make it faster, stronger.... but I want it to change its appearance completely. Have the .esp call my model instead of an ingame model. I know its possible without the Creation Kit but the word on that process has be a tightly guarded secret it seems. At least when it comes to Armor.

 

When you say you created the model, do you mean you've gotten it into Skyrim-compatible .NIF format? If you haven't, you need to do that, and as far as I know it can only be done either in 3ds Max or in Blender 2.49b (must be 2.49b, newer versions do not support the required conversion scripts). After that there's a fair amount of manual adjustment that has to be done in NIFSkope, look in the modding tutorials thread for detailed tutorials on that.

yes. I've created the models in .nif and got them to work in the game as replacements. My issue is getting them to function as stand alones. Getting my models to function with a custom .esp withOUT replacing the ingame models.

 

Oh and thanks for the replies and this forum has been very helpful. I'vegone from knowing nothing to using 3dmax blender and nifskope to create whatever I wantin days. Just getting it in the game HOW I want is the problem.

Edited by theupstart
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it's almost pretty much the same as replacing default models in the creation kit.

When You edit a default weapon and change the model just change the ID and the name and then save it.

 

And if You want to save it as a seperate esp then make sure You have no active plugin when You edit it.

Then just press save and it should ask for a name for the esp.

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it's almost pretty much the same as replacing default models in the creation kit.

When You edit a default weapon and change the model just change the ID and the name and then save it.

 

And if You want to save it as a seperate esp then make sure You have no active plugin when You edit it.

Then just press save and it should ask for a name for the esp.

Thanks. I actually found what i was looking for. Its under models. i just double click on listing. IronCuirassAA for example. And then change the models in there. So simple and yet it eluded me. Doh. Either way it's on like Donkey Kong now. To quote the ball head black dude from Predator. I'mma gone have me some fun.

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