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Questions about retexture mods


SluggoV2

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Thank you! Now my textures are showing up like. :)

 

Thanks for the Ck wiki link, I wasn't even thinking, should have just went there first. Thanks for the reminder.

Edited by SluggoV2
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I'm having issues with my plugin and getting my mod to show up in game. Although, it shows up right in the inventory/smithing menu, but not on my character.

 

what I have done so far:

 

- Imported all the textures and meshes with FOMM

 

- edited the textures and created the new .dds files with PS

 

- dropped all the files into the appropriate data folders

 

- imported all the meshes into nifskope and redirected each mesh's texture to the new .dds files

 

- created a new plugin

 

- created new ID's for each piece of armor

 

- redirected the world models to the new .nif

 

- created new Recipe and Temper ID's

 

 

How does the plugin files know to look at the new textures instead of the default? Do I need to create new xxxxxxAA ID's ? I know with weapons you can change what texture the item uses under art and sound tab, but nothing like that exists for armor other than the AA. Do my armor ID's have to exactly match the .dds and .nif file names? maybe that's where I've screwed up.

 

Sorry if this is more confusing than helpful with helping me figure out my problem, but I'm explaining it the best that I can considering my limited knowledge on the subject.

 

Thanks, any help is appreciated.

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I'm having issues with my plugin and getting my mod to show up in game. Although, it shows up right in the inventory/smithing menu, but not on my character.

 

what I have done so far:

 

- Imported all the textures and meshes with FOMM

 

- edited the textures and created the new .dds files with PS

 

- dropped all the files into the appropriate data folders

 

- imported all the meshes into nifskope and redirected each mesh's texture to the new .dds files

 

- created a new plugin

 

- created new ID's for each piece of armor

 

- redirected the world models to the new .nif

 

- created new Recipe and Temper ID's

 

 

How does the plugin files know to look at the new textures instead of the default? Do I need to create new xxxxxxAA ID's ? I know with weapons you can change what texture the item uses under art and sound tab, but nothing like that exists for armor other than the AA. Do my armor ID's have to exactly match the .dds and .nif file names? maybe that's where I've screwed up.

 

Sorry if this is more confusing than helpful with helping me figure out my problem, but I'm explaining it the best that I can considering my limited knowledge on the subject.

 

Thanks, any help is appreciated.

 

Ok, first a warning - I've only created one set for personal use so far with the CK... others may have better answers for you.

 

Yes, as far as I know, you need to create new xxxxxAA ID's for each new piece of armor. The ID's don't have to match the .dds or .nif names. As long as your nif files are pointing to the right texture files and the texture files are where they are supposed to be they should show up. The world model is the ground model. You input your xxxxxAA file in the window below where you loaded the world model. (open an existing piece of armor and you'll see what I mean)

 

Hope that helps.

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Yes, thank you very much for your reply. I had ercieved some bad info telling me that I didn't have to create the AA ID's. After much heartache trying to get the mod to work, I created them anyways and everything worked. But thanks for the info, maybe someone else will see this that is having similar problems.
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