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BossDweebe
I have previously re armored and clothed various NPC's in CS,
but this time I would like to do it neatly.
How do I create a new folder like many other moders do ?
ie. - under armor a new folder with my mod name which opens a
separate list with only my items.
I have left clicked and right clicked, Wiki'd, and pressed every button,
but seem to have missed the probably obvious.

Thanks in advance -
Vagrant0
QUOTE(BossDweebe @ Oct 21 2008, 02:40 AM) *
I have previously re armored and clothed various NPC's in CS,
but this time I would like to do it neatly.
How do I create a new folder like many other moders do ?
ie. - under armor a new folder with my mod name which opens a
separate list with only my items.
I have left clicked and right clicked, Wiki'd, and pressed every button,
but seem to have missed the probably obvious.

Thanks in advance -

In the CS, the object pallete, those folders are related directly to what folders those defined resources are linked to in your data directory. For most things this is just the mesh linking, so by telling the game to look in a folder you made for a specific mesh, it will be seperated in the CS by that folder. However some things, like clothing and armor, seem to use the icon or ground mesh location rather than the worn location. To have them setup in your own personal folder, those meshes must be present in that folder. Moving meshes from other data folders to your data folder can however cause any mods which were using those meshes to no longer work... It's one of those few ways which prevents CS newbies from taking credit for and re-uploading other people's work.

It's really best to just learn where things are within their own tabs. Sure, you still have to spend a few minutes looking for that one object you saw months ago, but for common things, you usually remember where to look after repeated usage. Having seperated folders only makes sense if you are actually using new resources within a mod because all those resources will also need to be distributed with the mod, linked to that folder. If no mesh is found within that folder that was linked to, it will not show up in game.
BossDweebe
Thanks Vagrant - You're the man.
Always there for us with the tech.
I just might have to give you another kudo mate....

Because I will be using various combinations of other peoples mods on between 30 & 40 NPC's I may end up with
up to 100+ items to add to the clothes and armor list in CS. (I will be keeping the original stats on armors
of probably 10 NPC's that I will be getting into fights with as well - ie. yellow team champ).

I do have a little bit of a fantasy of releasing this as a "sampler" of some of the good work going on out there,
(w/permissions of course) but it would be a bit of a monster so I will probably have to keep it all to myself.... teehee.gif
So I guess I could start of just prefacing everything with C&A, and then add gnd's later if I do want to try and
release the mod. I assume CS will make the new folder at that point.

I had thought there must be a mod folder link after looking at some other mods, (tk's Rapiers)
but the gnd / icon connection eluded me.

Thanks again - BD
myrmaad
I read your post early this morning (around 4 am) while I was busy working on the same thing.

I was unhappy with my esp after I tested it, so scrapped that esp and started anew.

In doing so, I just figured this out definitively: As vagrant noted it seemed to be bound to the Ground Model, I just realized that those mods that I admire that accomplish this 'neatly" organized approach, create a ground package, like a custom box or custom bag with the modder's symbol/logo instead of a different ground mesh for each pair of shoes or dress, for example.

Next time I put a package together, I'm going to design my custom logo package first, which will serve as the ground model for all my meshes.

That will give me the nice neat Construction Set entries I want.

I'm so glad you asked your question!
Vagrant0
QUOTE(myrmaad @ Oct 22 2008, 03:36 PM) *
I read your post early this morning (around 4 am) while I was busy working on the same thing.

I was unhappy with my esp after I tested it, so scrapped that esp and started anew.

In doing so, I just figured this out definitively: As vagrant noted it seemed to be bound to the Ground Model, I just realized that those mods that I admire that accomplish this 'neatly" organized approach, create a ground package, like a custom box or custom bag with the modder's symbol/logo instead of a different ground mesh for each pair of shoes or dress, for example.

Next time I put a package together, I'm going to design my custom logo package first, which will serve as the ground model for all my meshes.

That will give me the nice neat Construction Set entries I want.

I'm so glad you asked your question!

Just keep in mind that the ground object method doesn't work for weapons or clutter. It's really best to just preface all the items added by your mod with some indication, and use the whole category list (all weapons, all clothing, ect) as a means of keeping everything together in one spot. Although this causes a duplication of items if the source mod already exists, it can prevent conflicts from happening with that mod.
BossDweebe
Thanks to the two of you -

QUOTE
Next time I put a package together, I'm going to design my custom logo package first, which will serve as the ground model for all my meshes.


Ah Ha ! So that's why it didn't work for me last night when I used someone else's gnd.
Also good that you confirmed that only one will be needed.

QUOTE
I'm so glad you asked your question!

I'm so glad you answered.... thanks.gif

EDIT: myrmaad - Narrowing it down to the custom logo deserves a kudo too don't it darlin' ?
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