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speedyg869

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  1. Yes, especially since the topic is locked.
  2. In the CS, under the Race/Body Data tab for an existing race, how do I edit/change the path to a Texture file? When I click on the button surrounding the path, I would expect a file browser to open. Then I could select a different texture. Instead, nothing happens.
  3. *** Nevermind! I figured it out. I needed to duplicate the cell. I'm trying to link a door in my treehome[sgstreehome] to a door in a copy of the SideShipElvenInt, which is already used in Side's Sailing Ships.esp. I loaded Side's Sailing Ships.esp (esm) and sgstreehome.esp into the construction set. First I located SideShipElvenInt in the cell view. Then I tried to make a copy of the interior by renaming the Editor ID to sgsSideShipElvenInt. Then I renamed the door in SideShipElvenInt to sgsSideShipARDoor01bInt. Then I linked that door to the door[sgsTrapDoor] in sgstreehome.esp. I reset Side's Sailing Ships.esp flag and started Oblivion. I selected [sgsTrapDoor] and it took me to SideShipElvenInt, not sgsSideShipElvenInt. When I tried to return to sgstreehome, I was transported to the deck of the ship. So what I thought was a copy of the interior, really wasn't. I checked the door in sgsSideShipElvenInt and it points to sgstreehome[sgsTrapDoor]. Sgstreehome.esp loads after Side's Sailing Ships.esp. So now it seems I need to place a copy of the SideShipElvenInt base object into sgstreehome.esp. Normally I would create a new reference to the base object and drag it into the render window. But since it's an interior, what cell do I add it to?
  4. Thanks for your replies! Now I have two options.
  5. What's a good tool for that TESnip or TES4Edit?
  6. If I want to create a mod that uses one of Sides Sailing ships then I would need to convert the Side's Sailing Ships.esp to an esm and load it into the CS. When I finished with my mod, can I convert Side's Sailing Ships.esm back to an esp and still keep it as a dependency? My concern is that my mod will still be referencing an esm, not the esp. As I'm sure this is very common, is there a tutorial on this?
  7. Yes, I has to be the skeleton.nif which does this. I will take another look at this TT's mod. I believe bg2048 used a similar method in the Stranded Light or RBP. Because there's a women standing outside of the IC Market entrance reading a book. She has an LL lowerbody and more of the hourglass than the HGEC M lowerbody I have installed. Edit: After looking in the CS, I'm not sure. Maybe I should ask bg2048.
  8. This would explain how the Setbody/Setself mod is doing it.
  9. I was hoping not to, but it's probably the cleanest way. Thanks!
  10. I'm installing a body replacer in an alternate location to be use in specific instances in a mod. "\Meshes\sg869\characters\_male\femaleupperbody.nif" "\Meshes\sg869\characters\_male\femalelowerbody.nif" I don't want to interfere with the default body replacer. In the CS, for a each NPC I can point to only one NIF file (usually the skeleton.nif). Will the game use both NIF files in the folder I specify?
  11. That's what I was hoping for, someone with experience to tell me what is possible. Now I can do my research and make a more detailed design. Thanks!
  12. Ultimately, I want to have a way to view selected items from a merchant on the mannequin before I decide whether buy the item. Have you ever been to the Appachii Goddess Store and thought, what would these items look like on my character?
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