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The Nexus Forums > Specific Games > Oblivion > Oblivion Modifications > General Mod Talk
exanimis
This is how much of a noob I am. I have new statue re textures and a new sword, both have nif and dds files. I've managed to get the statues in the CS but they aren't changed ingame. How do I add nif and dds files to the construction set?

I've been and still am reading here Oblivion Mods FAQ but it mostly covers adding mods to your game not to the CS. The FAQ's don't mention nif's or dds's.

I have been trying to add them for two days. I have tried different folders and opened the CS so many times that it is getting frustrating. I know there's a simple solution but I haven't been able to find it or I wouldn't have made this post

Thanks ahead of time.
jaysus
1. each item needs a name.dds and a name_n.dds , whereas the second is a normal map
2. the nif is a model file whereas the dds are textures
3. the nif file includes the information on which dds to use and can be changed in niftools
4. depending on what kind of item you want to create you need to choose the right category in the cs, double click any item and change its id, name, model, etc to your liking, upon hitting ok youll be asked to create a new id which you confirm
5. if you want to replace an item either place and name the nif file in the exact location as in the oblivionmeshes.bsa file or use the cs to change the nif of an object
6. if you change vanilla textures you need to open the archiveinvalidation.txt located in your data directory (or oblivion forgot) and add a line specifying the textures that should be used (it basicly gives those files you specify a higher rank than those in the *.bsa archives and thus loads em)
myrmaad
QUOTE(jaysus @ Oct 22 2008, 05:34 PM) *
1. each item needs a name.dds and a name_n.dds , whereas the second is a normal map
2. the nif is a model file whereas the dds are textures
3. the nif file includes the information on which dds to use and can be changed in niftools
4. depending on what kind of item you want to create you need to choose the right category in the cs, double click any item and change its id, name, model, etc to your liking, upon hitting ok youll be asked to create a new id which you confirm
5. if you want to replace an item either place and name the nif file in the exact location as in the oblivionmeshes.bsa file or use the cs to change the nif of an object
6. if you change vanilla textures you need to open the archiveinvalidation.txt located in your data directory (or oblivion forgot) and add a line specifying the textures that should be used (it basicly gives those files you specify a higher rank than those in the *.bsa archives and thus loads em)


Archive Invalidation is a subject unto itself. Google the term, look for several in-depth discussions about it, and also how using OBMM's built-in archive invalidation tool can help resolve the problems inherent in archive invalidation.
exanimis
Thanks J. I have the sword in the CS now but it's pink. It's not connecting to the dds files it needs. I need to figure out where the dds files should be placed. Still working on it but that information was extremely helpful.


I've placed an Archive Invalidation folder in the Bethesda/oblivion folder and I'm still trying to figure this out.
myrmaad
QUOTE(exanimis @ Oct 22 2008, 06:05 PM) *
Thanks J. I have the sword in the CS now but it's pink. It's not connecting to the dds files it needs. I need to figure out where the dds files should be placed. Still working on it but that information was extremely helpful.


You might be able to solve it by making your sword a completely "new" item.


Also See this tut:
http://cs.elderscrolls.com/constwiki/index...placer/Tutorial

UK47
it is the sword that I have make for you ?
exanimis


Two modders made the items for me and I have the nif and dds files. do I need to download TR Retexturing Tool ,BSA Commander and buy/download Adobe Photoshop with the DDS Plugins and/or Gimp?
exanimis
QUOTE(UK47 @ Oct 22 2008, 06:10 PM) *
it is the sword that I have make for you ?


Yes. I don't know how to add it to the CS
myrmaad
QUOTE(exanimis @ Oct 22 2008, 06:14 PM) *
Two modders made the items for me and I have the nif and dds files. do I need to download TR Retexturing Tool ,BSA Commander and buy/download Adobe Photoshop with the DDS Plugins and/or Gimp?

No, you don't need Photoshop, just get Gimp if you want to play with retexturing for yourself.
If you have OBMM you can just use the Archive Invalidation tool that's in it. OBMM also will unpack your BSAs so eliminates the need for BSA Commander, as well, I don't even use that anymore, I just use OBMM. I don't use the TR Retexturing tool, either, but it may be useful, I'm not sure because I'm not doing any retexturing of buildings etc, but it does look like a useful program because it handles the Normal Maps for you.

however Gimp will also create the Normal Maps, and Gimp will open your DDS files, as long as you get the Nvidea plugin tool that you need for reading DDS files in your digital art program. All digital art programs need that DDS plugin, and it doesn't matter what video card you have, Nvidea just made the plugin.

exanimis
Thanks Myrmaad. I do have and use OBMM so I think I need to experiment with it a little more and see what I can figure out.
UK47
QUOTE(exanimis @ Oct 22 2008, 10:16 PM) *
QUOTE(UK47 @ Oct 22 2008, 06:10 PM) *
it is the sword that I have make for you ?


Yes. I don't know how to add it to the CS

Ok if you want send me your file.esp and I add the sword in CS wink.gif very easy
exanimis
QUOTE(UK47 @ Oct 22 2008, 06:27 PM) *
QUOTE(exanimis @ Oct 22 2008, 10:16 PM) *
QUOTE(UK47 @ Oct 22 2008, 06:10 PM) *
it is the sword that I have make for you ?


Yes. I don't know how to add it to the CS

Ok if you want send me your file.esp and I add the sword in CS wink.gif very easy


Thanks UK but I really need to learn how to do it myself.
jaysus
http://cs.elderscrolls.com/
try that place they have tuts for most things you can imagine and also the solutions to many problems including the pink texture problem (you prolly dont have the normal map i guess but look there it might have other reasons)
textures must be quadratic, use sidelengths according to computer binaries aka 1x2 2x2 4x2 8x2 16x2 32x2.... 512x2 1024x2 etc
they must be placed somewhere under: oblivion/data/textures
and i repeat: they must have a normal map... aka texturename_n.dds ( mid the "n", if opened they are bluish pink) and can be created with the dds tools from nvidia for example, they make a flat texture appear 3d or engraved and determine how the texture reacts to light
exanimis
I have that page fast linked on my toolbar. I read a lot in it but it's kind of hard to find the answer to just one question.
DavidWhitefang
I posted, and then realizied that I was off in my reply, but... I don't know how to delete this post, so this is here to stay I guess. I will continue to try to figure out the answer. ~ sorry
jaysus
did you get it right exa?
exanimis
QUOTE(jaysus @ Oct 22 2008, 09:12 PM) *
did you get it right exa?


Just call me X. I have figured out how to get the statue re textures into the CS but the sword is still pink. I'm making test esp's that I can change without ruining my mod. I have tried the statue re texture two times and I think I now know how to add them. I need to work with the sword because placing the dds and nif files in the same way that I did the statues doesn't work. I also need to check the statues in game to make sure it works, if it does, I'll post how I did it
SavageArtistry
exanimis, I didn't know you were still having trouble with the statues.

You should not need an archive invalidation file as I renamed the textures for you. You will need to put the .nif files somewhere into the meshes folder (under architecture I believe). Choose either black textures or white textures, go into the folders and you should see the standard textures path. (i.e. Black\textures\architecture\meridiaRT.dds) Installing textures to other folders won't work. Let me know if you continue to have problems.
exanimis
Yeah, I am still having trouble but I think I have it now

In the Meshes folder I placed architecture/daedricstatues/ all dds _n.dds and nif files

In textures I placed architecture/daedricstatues and all the ddsand _n.dds files

In the CS I right click in the "EDITOR ID" window
click "NEW"
give it a new name
click the "Add NIF File" button
and navigate through architecture/daedricstatues in the new window to find the nif file

this is the only way I can get it to work. In the CS all Meridia and Nocturnal statues are white/black but in the game only the new ones that I make are changed.


Three more days and maybe I can figure out the sword confused.gif
jaysus
there does not have to be any dds file at all in the meshes folder
the add nif button you used only adds an inventory icon
i think that maybe the nif files have no correct texture assigned to them... get yourself nifskope... open up the .nif...
double click ninode - click nitristrips - click texturingproperty - click on the pink flower and select the dds (the actual texture to the mesh) of your choice
exanimis

the add nif button you used only adds an inventory icon

That's a different window. It's working now for the statues at least
exanimis
Here is the problem I was having



the statues blended with the cave ceiling
Savage Artistry made me some textures and here is what they look like compared to the originals



I think she did an excellent job and now I have them in my mod finally. too bad my sword looks like this


myrmaad
QUOTE(exanimis @ Oct 22 2008, 11:23 PM) *
too bad my sword looks like this



Nice statues.

You absolutely must have Nifskope. Sorry I forgot to specify that one.

Open up the Nif in Nifskope and check the path of the textures. I have linked to a mini video tut I made.
See if this helps a bit, it was meant to show how to edit the texture path; but it may help with an example of how to look at the Nif, as well.

http://i26.photobucket.com/albums/c117/Sea...ifskopeHelp.swf
alex2avs
If you wand you can send me the nifs and the textures and i'll link the textures for you wink.gif
SavageArtistry
The problem with the models in Oblivion is that you have to change the file path to the textures within the model files themselves using NifSkope. This is unlike race modding where you can just plop the texture into the folder and use the CS to point to it.
exanimis
I solved the sword problem by creating a "weapons" folder in my textures and placing the dds files in it
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