BlazeLeeDragon Posted March 28, 2012 Share Posted March 28, 2012 Ok so I am trying to recolor armor, use the same .nifs from the game. But what I want to do is add these as NEW armor with it's own properties and stuff. My problem is when I go to the .nifs, there are TONS, as example it will have the name _1 or the name _0 what's the difference? do I need both? Also stuff like monk robes with all the variations on color, but when I click the .nif they are all aimed at the same texture. how does that work? since we are using the monk robes as an example I was going to recolor the texture, then take the .nif edit in nifskope to aim at the texture of my choosing then add through creation kit. help please... Link to comment Share on other sites More sharing options...
ghosu Posted March 28, 2012 Share Posted March 28, 2012 (edited) No whole tutorial but... NIF files:_m = male_f = female_0 = light (skinny)_1 = heavy (fat)gnd = world modelNAME.nif = armor/clothing part1stpersonNAME.nif = 1st person view For example in CK, enter MONKROBES in the search box...it will find different color variations, each robe needs 3 forms...i've never seen those texture forms since i mostly create armor and weapons but it seems that they redirect the texture path...whatever, here we go: Red Monk Robes forms:ClothesMonkRobesColorRedMonkRobesColorRedAAMonkRobesColorRed (contains the preview and path to textures not listed in the nif (robes_color2.dds, robescolor3.dds...) The first two forms contain data like weight, price, properties, paths to all models, material type, body slots blabla...you can reverse engineer most of it. You just have to copy each 3 forms for one robe, rename them (all 3 form copies, replace "MonkRobes" with your name) to get a new ID and redirect the essential paths...you will use the regular models and just change the texture so in fact you only have to edit the texture (like recoloring ...textures\Clothes\Monk\robes_color5.dds), rename the copy and link your texture form to it. Making them craftable and upgradeable takes a few more steps...without those features you have to open the console ingame (key ^) and enterHELP NAME 4name = the name you gave the copy of the formThe items will be listed with the ID codes, then you have to enterPLAYER.ADDITEM CODE 11 = amount The item should be placed in your inventory...as mentioned before to make 'em craftable and all that you have to create TEMPER and RECIPE forms and edit the existing forms a bit. You should first try the basic version ;) greetings Edited March 28, 2012 by ghosu Link to comment Share on other sites More sharing options...
BlazeLeeDragon Posted March 28, 2012 Author Share Posted March 28, 2012 No whole tutorial but... NIF files:_m = male_f = female_0 = light (skinny)_1 = heavy (fat)gnd = world modelNAME.nif = armor/clothing part1stpersonNAME.nif = 1st person view For example in CK, enter MONKROBES in the search box...it will find different color variations, each robe needs 3 forms...i've never seen those texture forms since i mostly create armor and weapons but it seems that they redirect the texture path...whatever, here we go: Red Monk Robes forms:ClothesMonkRobesColorRedMonkRobesColorRedAAMonkRobesColorRed (contains the preview and path to textures not listed in the nif (robes_color2.dds, robescolor3.dds...) The first two forms contain data like weight, price, properties, paths to all models, material type, body slots blabla...you can reverse engineer most of it. You just have to copy each 3 forms for one robe, rename them (all 3 form copies, replace "MonkRobes" with your name) to get a new ID and redirect the essential paths...you will use the regular models and just change the texture so in fact you only have to edit the texture (like recoloring ...textures\Clothes\Monk\robes_color5.dds), rename the copy and link your texture form to it. Making them craftable and upgradeable takes a few more steps...without those features you have to open the console ingame (key ^) and enterHELP NAME 4name = the name you gave the copy of the formThe items will be listed with the ID codes, then you have to enterPLAYER.ADDITEM CODE 11 = amount The item should be placed in your inventory...as mentioned before to make 'em craftable and all that you have to create TEMPER and RECIPE forms and edit the existing forms a bit. You should first try the basic version ;) greetings AWESOME thanks :D so I don't have to re-nif anything that will SAVE TIME. :D is there a good video at aiming textures? I have the basics of crafting and tempering did that with my custom weapon meshes. Just haven't done anything with armor and I want a stand alone .esp that will not recolor armor in the game already. thanks :D Link to comment Share on other sites More sharing options...
ghosu Posted March 28, 2012 Share Posted March 28, 2012 I guess you should check out the board's mod section, there is a tutorial sticky somewhere... You can edit the texture directly in Photoshop or Gimp using the Nvidia DDS plugin or you could even export the model from the NIF, load it into autodesk software like Mudbox or zBrush and project a screenshot/photo onto the model and copy the image as a texture (like i do it in part 2 of my signature tutorial). greetings Link to comment Share on other sites More sharing options...
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