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Giving an item an inventory model


Virde

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Posted

Made a mod for Skyrim SE and am slightly new to modding. Can't find the solution online and would appreciate some insight. 

 

Basically I've made a replacement for the oh so very ugly Linen Wrap using a Modders Resource. I even managed to give it physics through NifSkope. But what I can't seem to figure out is how to give it an inventory model. All the answers I've found have been for weapons and involve making a "Firstperson" nif but that doesn't seem right. 

 

Any help would be fantastic. 

Posted
9 minutes ago, wishnot4 said:

You have to go into the CK and change the ground object to whatever image you want.

 

The ground object? It already has an model while on the ground just not in the inventory. I'm sorry if I'm just confused and don't understand what you mean. 

Posted

I don't usually mess with static objects, like the linen wraps, but with weapons and armors you have to have a ground object as well as the actual object.  If you can, send me your mod and whatever resources its using and I'll see if I can figure out what's the problem.

Posted

Here is the link to the mod. I think the version I have uploaded right now is missing the BSInvMarker block in the mesh. However even after adding it with NifSkope it doesn't seem to change anything. 

 

It's why I think this might be more of a NifSkope deal than a Creation Kit since there really isn't an open in non-armor and non-weapons for ground mesh or regular mesh. There's just the one as far as I can tell. But I'm very certain I'm just overlooking something plainly obvious. 

Posted

you screen the thing in nifskope, and save that as a 1k dds

you open a wall nif and give it that texture

you save that x_gnd.nif (because the other are like that, so you stick to the same)

and in tesedit, you check where is the _gnd in iron armor, and you put yours there for whatever armor it is

 

or you delete the bsdismemberskin from your nif, save that as _gnd, then wonder why your inventory is slow (that armor is 60mb of texture to load, that one 40, that one 80....) or ram ctd if you can ram ctd

Posted
4 hours ago, yatol said:

you screen the thing in nifskope, and save that as a 1k dds

you open a wall nif and give it that texture

you save that x_gnd.nif (because the other are like that, so you stick to the same)

and in tesedit, you check where is the _gnd in iron armor, and you put yours there for whatever armor it is

 

or you delete the bsdismemberskin from your nif, save that as _gnd, then wonder why your inventory is slow (that armor is 60mb of texture to load, that one 40, that one 80....) or ram ctd if you can ram ctd

 

That seems to work for armors, but none of that seems to apply to regular items like ingredients, misc items, etc. 

 

screenshot-1653.png

 

All thats in my Nif. This is all you typically find in every non-armor non-weapon nif I've looked at too. 

Posted

If nothing has changed in Skyrim SE regarding an item's ground mesh then that means the mesh that you see when dropping an item from inventory is the same as the mesh you see in your inventory.

My guess is that the transformation (scaling and position) and placement needs to be fixed.  A ground mesh is centered in the inventory screen because the mesh is in 'true' center, albeit some slight adjustment so that it does not float when dropped from the inventory because of the bound box.  Have you ever tried out a mod only to see that the inventory model is off to one side?  Your situation is likely similar only more so to the point it can't be seen.

 

In other words, open the new linen wrap mesh in Blender or 3dsmax and position it in the true center (in Blender, right-click on the mesh to select it then click ALT+G).  As for scaling and position, you may need to import the Skyrim linen wrap mesh (as a NIF or OBJ) and use it as reference to rescale and reposition.  Don't forget to recenter it if needed.

 

Export as a NIF if you have the correct NIF import/export plugin for Blender or 3dsmas or as an OBJ.  Import into Nifskope and make any final edits before testing in your game.

Posted

Upate:

I got the issue resolved. As I feared I missed a very important step. 

 

I didn't optimize the mesh. I was using an Oldrim mesh in SE without optimizing it. 

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