Jump to content

Adding Armor to game


Recommended Posts

Posted

So i have this armor, but it is just the mesh and texture for the armor with no esp.

 

Can I take the single mesh and the single texture and drop them into any armor mod that adds armor to the game.  Install that armor mod with the new textures added and have the armor now in the game?

 

 

Posted

Yeah, you gotta rig it with nifskope, then put the items properties in the .esp file first. 

Unless you're doing it as a straight up replacer. Then you (still rig it with nifskope) just rename it to the _0.nif and _1.nif files that you're replacing it with, and drop them in the proper folder. 

But, if you're new to nifskope it can be a touch hairy.

Guest endgameaddiction
Posted

Is it an armor you created or an existing armor with no esp?

Posted

It is an existing k2 armor with no esp. I do no know what rigged is, but it has bounce I think. His how to add it to the game with geck lost me.

 

The vault 13 armor you get added To the player inventory at the start of a game. I was also thinking I could change the nif name to that, and overwrite the mesh and texture with this armors nifs?

 

I have opened nifscope 10 or so times, and closed it without doing anything. Lol

Guest endgameaddiction
Posted

Since it's an existing armor, you don't need to worry about rigged and such because that applies to you creating your own armor in blender or some 3d software program and getting it setup properly in Blender and Nifskope so it works properly in game. Since it's an existing armor, you can skip all that and focus on just a few things to do to get it right in game.

 

You need to place the mesh and texture in a folder for each and put them in your data/meshes and data/textures folder inside your armor folders for each. You can call each folder vault13jumpsuit so you know where to find it in the future.

 

Second, you need to use Nifskope and set the textures correctly to the nif file via Nifskope or else it will show up in game pink that indicates missing textures. In the spoiler I've showed you with images how to do it step by step. But of course if you get confused at a part, let us know.

 

Nifskope

 

I'm using vault 101 jumpsuit for this tutorial, but you will do this same method to the K2 vault 13 jumpsuit you want to add to the game.

 

 

 

RqA0DjJg.jpg PieBkRXe.jpg QW9nx2KZ.jpg 0jxfAyEh.jpg 94FRJiti.jpg DtReZ1rF.jpg Qajb3cJV.jpg HbssJLIl.jpg pXTeZn8Q.jpg J5rczFP4.jpg cD0NCzhE.jpg pNSmcRH9.jpg

 

 

 

For the last image, I forgot to set the texture to the left arm. Simple mistake by me but if you click on it you can open the Nitrishape and apply the texture same way you did for the base body and most of the arm.

 

And people have told me why is my method of setting my textures fallout 3/Data/textures/... that's because that's the way Nifskope tends to set it as. Normally it would just be textures/armor/... and Nifskope will shorten the path to that proper way when ever I reapply the texture again, But for the most part it will work fine. If it's your steam then it will probably show steam/steamapps/ etc...

 

Latest Nifkope verson found here if your interested.

 

GECK

 

1. Open GECK and click Fallout3.esm, or FalloutNV.esm. Which ever game you are wanting to put it in.

2. on the Object Window open the tree branch to Items and click on armors. This will show the list of all the armors.

3. Right click anywhere on the list of armors and select New.

4. Give the EditorID a unique name. Something along the lines of what the armor is. Some people tend to use 0 in the front so it's listed at the top. So you can use 0vault13jumpsuit.

5. Add the changes and such. Be sure to compare it to other vanilla vault jumpsuits so you can get an idea of what to do.

6. Once you have everything done in the armor window. Click OK to close it and this will create the new EditorID.

7. Next you need to go back on the left list of Object Window and scroll down to Word Objects. Expand it and highlight Containers.

8. You can either create a new container which will involve placing it in a location in a cell or the open world, or you can put it in an existing container.

9. Once you've found or created the container for the vault jumpsuit to be in, Keep the container window open but move it to the right so it's not in the way. Go back to your armor and highlight + drag the armor into the container list. This will place the armor in the container.

10. In the container window where you see the Count box, it's set to 1. This means the container will only have 1 of the vault jumpsuits in there. You can change it to what ever you want. If you want more than one jumpsuit in the container.

11. Once you are done you can click OK to create the EditorID if it's a new container or save changes if it's an existing container.

12. Go up to File and click Save to create a new .esp (plugin) and give it a name. Something along the lines of the armor it is. i.e. vault13jumpsuit. You will see it in your data folder as vault13jumpsuit.esp.

 

Note: If you are just apply this vault jumpsuit to an existing plugin, all you do is click File and Save without being prompt to create a plugin since one is already being used.

 

Here's an image to use for reference

 

aMmOOwZL.jpg

 

 

If you plan to create a new container and want to add it to the game world but don't know how, just ask and if not me someone will tell you how to do it. It's really easy.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...