DemonZariche Posted September 28, 2008 Share Posted September 28, 2008 i need help with nifscope i've completed the weapon model, and also the textures in dds format (both coloured and normal map) N.B. the model is composed from 4 objects (look here) when i want to export it as .nif from 3dsmax, i use this settings (look here) and this is what i see when i load the nif model in nifscope (look here) what should i do from this point, to get the sword in game?i'm following the CS wiki tutorial... but without success help plz thx in advance Link to comment Share on other sites More sharing options...
HouseAtlantic Posted September 29, 2008 Share Posted September 29, 2008 I'm sure you are aware that the NIF must be placed in the Oblivion\Data\meshes folder, preferably in its own unique folder inside the meshes folder and the same w/ the textures of the sword (Oblivion\Textures..) the model in your last screenshot has not had the textures linked to the model yet, so in Nifskope you will have to click the arrow next to each NiTriStrip and each NiTexturingProperty and hitting the purple flower icon will prompt a window to navigate to the Oblivion\Data\Textures folder where you placed the sword's textures, the textures must also have a normal map image that is the same name and in the same location as the actual texture (ex. MyFFsword.dds and MyFFsword_n.dds even if the normalmap img is just a transparent layer w nothing there, it is still required)moving on to ur actual question.. open the construction set and at the top of the interface is File, click there and click "Data..." click the Oblivion.esm (Master File) box and unless you are adding the sword to an already existing mod click Ok. Once that loads up, look at the separate window to your left, the Object Window, under Items you will see Weapons click there and in the Editor ID section right-click anywhere and hit New. The rest may be pretty obvious, The ID name only shows up in the CS it is used as a way of navigating items in the CS, the Name section under that is the name that shows up in-game Link to comment Share on other sites More sharing options...
wolfpackkane Posted September 29, 2008 Share Posted September 29, 2008 Ok if you already place it in the Cunstruction thing and you still dont see your item what you got to do is right click every nitristrips go to block then just copy then you go all the way to the top to ninode scene root right click it then block and just paste then go all the way to the top to spells then batch then update all tagent spaces then there you go :D Link to comment Share on other sites More sharing options...
DemonZariche Posted September 29, 2008 Author Share Posted September 29, 2008 I'm sure you are aware that the NIF must be placed in the Oblivion\Data\meshes folder, preferably in its own unique folder inside the meshes folder and the same w/ the textures of the sword (Oblivion\Textures..) the model in your last screenshot has not had the textures linked to the model yet, so in Nifskope you will have to click the arrow next to each NiTriStrip and each NiTexturingProperty and hitting the purple flower icon will prompt a window to navigate to the Oblivion\Data\Textures folder where you placed the sword's textures, the textures must also have a normal map image that is the same name and in the same location as the actual texture (ex. MyFFsword.dds and MyFFsword_n.dds even if the normalmap img is just a transparent layer w nothing there, it is still required)moving on to ur actual question.. open the construction set and at the top of the interface is File, click there and click "Data..." click the Oblivion.esm (Master File) box and unless you are adding the sword to an already existing mod click Ok. Once that loads up, look at the separate window to your left, the Object Window, under Items you will see Weapons click there and in the Editor ID section right-click anywhere and hit New. The rest may be pretty obvious, The ID name only shows up in the CS it is used as a way of navigating items in the CS, the Name section under that is the name that shows up in-game (look here) i've done that, but in game the sword is like an object on the ground that can't be used, it is just there and i can't pick it up :dry: (like the grass around tamriel... you can see it but you can't interact with that kind of objects) (look here) help plz :mellow: Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 30, 2008 Share Posted September 30, 2008 Unless something has changed in the last month or so, none of the exporters work properly with weapons yet. They still don't export collision right, which is why you can't interact with it, and they don't include all those settings which allow the weapon to be used in game. Basically what you need to do is take the mesh that you made, open it in nifscope, copy the main branch for the meshes, open up a working weapon in the same instance of nifscope (preferrably witht he same equip location and a box collision (like axes) , paste your branch inside, link your mesh to the main branch, remove the existing branches, remove and resize parts of the collision, and remove any excess ninodes. Skip to step 5.http://cs.elderscrolls.com/constwiki/index..._Custom_Weapons Skip to necessary Nifscope Alchemyhttp://cs.elderscrolls.com/constwiki/index...word_in_Blender All 3 describe the same process to a varying degree. Link to comment Share on other sites More sharing options...
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