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I have a mod wish/request for whoever would like to do this


gamerdude535

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So I started playing the Shivering Isles expansion content and checked out the Light Blue regalia clothing outfit on my male character. and I really like the boots from it

 

I'd really like those boots to be made into a standalone clothing item (doesn't count as armor) that works using that same model from the male version of the outfit for both male and female characters and going over any leg armor or pants without clipping, Like however the existing normal shoes and armor boots work. Even if the model has to be largened slightly. I don't know if the female version of the outfit uses the exact same boots or not since the female versions of the regalia outfits are long dresses that largely cover the boots up

 

Having Additional color versions would be cool too. At minimum would also like them available in brown

 

Also some simple unisex non-armor long cuff leather gloves/gauntlets that would go well with those boots would be cool too. And make them hide rings. I previously found cool red leather gloves from a mod that came with my francesco overhaul install but I didn't like that my rings appeared over them.

 

I don't remember if they clipped in my character's arms or not. which is an issue I have seen some mod added gloves have while I was looking at mods recently

 

A consistent smooth textured version of the vanilla leather armor gauntlets as separate non-armor equipment would work fine for my tastes if necessary. in any case I want these in the same colors as the boots to match.

 

And maybe even added to leveled lists so npcs in both Cyrodil and Shivering Isles can potentially wear them.

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First you need to download the Construction Set, preferably the extender version.

Load Oblivion.esm and look for the light blue regalia, in the items -> clothing -> UpperClass -> SEMania section.

Note the associated mesh in the biped model section.

 

Next you need to use BSA browser which is available with TES mod manager to extract the mesh preferably in the folder way.

Download NifSkope and ensure you can separate the boots from the rest of the outfit. Fortunately you can easily do this on this one, otherwise you'd have to use Blender, a software I'm not at all familiar with.

Copy the mesh and only keep the boots. Since I have an extremely basic knowledge with the meshes I'm not sure my solution is the best but you can right-click on the elements you want to delete -> block -> remove.

 

Tell me if you're still interested for the rest of the tutorial.

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What you will do is not the easiest newbie project for sure, so if you succeed with this as your first project I will get impressed.

 

Which version of Oblivion are you running? If it is the GOG version, The Construction Set is included and use the basic one to start with as not even I use the extended cversion as I can't as I use ENB which is not compatible with CS Extended. :wink:

 

Nifskope you find at Niftools.org so open the NIF with it as you most likely found the nif by now??

 

DAMN!!!!!!

I just found out that Nifskope can open meshes (Nif-files) direct from bsa ... DAMN!!! :D I will write a note about it in the CS and modders forum ... *runs away*

 

*Comes back*

Well open the "DLCShiveringIsles - Meshes.bsa" in Nifskope to start with, if you use the v2.0 that is. :)

Edited by Pellape
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To know the associated texture with a part of a mesh you need to click on the element -> NitexturingProperty -> NiSourceTexture

 

Use BSA browser to extract the texture file and its normal map ; the file with the same name with a _n.

 

I'm not an expert about textures editing. You can easily convert the dds files using some freewares and I don't know which is the best program for retextures so you'd better ask around.

 

If you want to make several version of the boots with a different texture you'll have to copy the mesh and change the associated texture path by starting your texture path with the textures folder ; in other words never include the hard-disk's letter and the other folders before Oblivion's textures folder in your folder path.

 

When you'll create a new texture .dds file copy the vanilla normal maps file and give it your new texture name with _n so the texture is correctly displayed in-game.

 

To create a new clothes item choose an existing item (preferably shoes in this situation) and first change the editor ID. As a golden rule always start your editor ID's with a letter otherwise the game will be unstable. To minimize the risk of conflicts give your editor ID a mix of your nickname a description of the object and the mod's acronym. In the biped model section choose the associated mesh.nif file. Tick the playable box and untick the quest item box because otherwise the users' won't be able to get rid of the shoes the normal ways. Make sure your shoes only cover the Foot slot and don't have any associated script unless you want to make them special. If you want to create a menu icon you'll have to ask around.

 

If you create several meshes with a different texture you'll have to create a new editor ID associated with each single mesh.

 

The next step is to make your object available for the player. There are plenty ways to do it, you can add them in the players' inventory through a script, put them as is somewhere, put them in a container on make them available for sale for example.

 

Tell me the way you want to add your new shoes for the next part of the tutorial.

Edited by Oblivionaddicted
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I would want them available in clothing shops and would also maybe like them implemented in leveled lists for npcs to potentially have and wear them.

 

Also I noticed other colors of male regalia outfits do have a slight amount of different colors of boots already that I can also use. Saw this redguard wearing the green regalia and the boots were kind of a dark green

Edited by gamerdude535
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But you can use the original normal maps if you only want to retexture the original files. Gimp has a nice recolor tool that I use a LOT really and I can make a small tutorial when you succeeded to split the meshes.

 

When it comes to redistribute your stuff in game, we can get to that later as first you need to make the stuff and we be here, not planning to go anywhere so we can take one step in a time... :wink:

 

Sometimes we need to see the dds files, from another perspective, mostly when I want to edit alpha channels, I edit the alpha with gimp and load it in DXT2BMP and I did that a lot when editing glass as one example. DXT2BMP loads so fast so it is a good tool to just study DDS files with as well.

Edited by Pellape
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