QuiteTheTail Posted August 15, 2015 Posted August 15, 2015 I'm not looking for a mod actually, currently I would be very interested in learning more about patching mods for Oblivion. The tutorial section could use some material on the subject. My previous attempts at "doing it myself" have failed miserably, but I feel that's the only way left, now that the general interest is shifting towards newer games. A few examples of mods I wish I could create a patch for: - LoversBitch patch for Open Cities Classic (as stated in this very thread; fienyx tried to help, but my skull is too thick, it seems) - Trade and Commerce patch for Open Cities Classic - alternate (indoor) entrance to the Bravil House Basement in Brideynas Fetish Girl (samhain's version)
morgananinuala Posted August 20, 2015 Posted August 20, 2015 Would someone consider converting Edhildil's wonderful Witch Doctor armor to Oblivion? (Sorry, LL still not letting me link)
AnnaFly Posted August 22, 2015 Posted August 22, 2015 Would someone consider converting Edhildil's wonderful Witch Doctor armor to Oblivion? (Sorry, LL still not letting me link) Greetings. What's he problem with this Skyrim's link ? http://www.nexusmods.com/skyrim/mods/44827 There is nothing special to convert from , here. For which body do you want a convertion ? I can do it but for an "official" one ( i'm not working on Gerra/Movomo bodies ... sorry , i don't have any usage with them ... at these moments ) . Strange that Edhildil didn't already make it for his DMRA body ... Cheers.
myuhinny Posted August 22, 2015 Posted August 22, 2015 @AnnaFly It's not weird they no longer really make mods for oblivion anymore. They have only uploaded 2 mods for 2014 and 1 mod for 2015 everything else has been uploaded for skyrim. They have converted some of their oblivion mods to skyrim like the mermer armor that they made for their the Tritons of Cyrodiil mod. http://www.nexusmods.com/skyrim/mods/60162/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D60162&pUp=1 Only thing that sucks is that most of their mods for skyrim use the CBBE body which makes it hard to convert them with the clothing converter.
AnnaFly Posted August 23, 2015 Posted August 23, 2015 @AnnaFly It's not weird they no longer really make mods for oblivion anymore. They have only uploaded 2 mods for 2014 and 1 mod for 2015 everything else has been uploaded for skyrim. They have converted some of their oblivion mods to skyrim like the mermer armor that they made for their the Tritons of Cyrodiil mod. http://www.nexusmods.com/skyrim/mods/60162/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D60162&pUp=1 Only thing that sucks is that most of their mods for skyrim use the CBBE body which makes it hard to convert them with the clothing converter. Bonjour , levée très tôt ce matin ...;°) Hi Myuhinny ; that Edhildil's mod is done for different bodies , not only for the CBBE ... so i think there is no particular problem to convert this one to Oblivion in this case but , seriously , there is nothing very special here , i think it's possible to recreate this model with different parts of other mods , that's why i said " there is nothing to convert, here " , so, that's just my opinion, nothing else. Cheers. NB : The only problem on this machine is that i don't have Skyrim installed anymore ... it's better when i can compare the two version in both games.
myuhinny Posted August 23, 2015 Posted August 23, 2015 @AnnaFly A few of their armor/clothing mods are for different bodies but the majority of their mods for skyrim are for the CBBE body only. The Witch Doctor is the only one that has that many body types. I went through them awhile back to convert some of them but dumped most of them because CBBE to UNP doesn't come out well in the clothing converter.
AnnaFly Posted August 23, 2015 Posted August 23, 2015 @AnnaFly A few of their armor/clothing mods are for different bodies but the majority of their mods for skyrim are for the CBBE body only. The Witch Doctor is the only one that has that many body types. I went through them awhile back to convert some of them but dumped most of them because CBBE to UNP doesn't come out well in the clothing converter. Hi myuhinny. Unfortunately i'm on other computer these days so i cannot use and compare my first attempt with the Gerra 's tools but i remember you can convert and get a "CBBE ( or UNP) " body size using an UNP ( and vice-versa ) texture ... and that's an interresting point i forgot to investigate ... i did it by "accident" , but it was working. At these days i was working on an " Universal body texture " for Skyrim ( it was done and working for five different body type ) ... but now there are too much different bodies used in Skyrim ( + HDT etc ...) so i'm no more interested to create an " Unversal" texture. Anyway, the topic here is a request for Oblivion and not Skyrim. Cheers... i return to bed now ... coming soon in a few hours , 10-12 ...:°)
farlibarcai Posted August 23, 2015 Posted August 23, 2015 Is there any mod that allow to increase the size of different body parts (like head, neck, hands, feet)?
SquallPT Posted August 23, 2015 Posted August 23, 2015 Is there a mod that i can change vanilla npcs shoes to high heels ? Don't want Colourwheels Overhaul, don't like the faces of that mod.
gregathit Posted August 23, 2015 Posted August 23, 2015 Is there a mod that i can change vanilla npcs shoes to high heels ? Don't want Colourwheels Overhaul, don't like the faces of that mod. Not sure if there is a mod for this, but you can always switch out the vanilla shoes with high heels. That should work just fine, as long as you aren't looking for the real high heels type. Just rename a high heels mesh to what you want to replace in vanilla and you should be good to go. Don't forget to copy over the custom texture if it has one.
Vaelorian Posted August 23, 2015 Posted August 23, 2015 Is there any mod that allow to increase the size of different body parts (like head, neck, hands, feet)? Growlf's Body Resizing mod. Is there a mod that i can change vanilla npcs shoes to high heels ? Don't want Colourwheels Overhaul, don't like the faces of that mod. Use the CSE to purge all records other than script\clothing\armor ones. That should get you what you want (and if not, it will be close enough to manually do the rest). This is assuming CW's uses RHH and thus requires the scripts, and also that no other scripts are added\altered by the mod. If it doesn't use RHH, purge the scripts too. If the mod alters other scripts (for whatever reason) you will have to manually remove those.
SquallPT Posted August 23, 2015 Posted August 23, 2015 Found what i was looking for, thanks anyway http://www.nexusmods.com/oblivion/mods/42212/?
AnnaFly Posted August 24, 2015 Posted August 24, 2015 Found what i was looking for, thanks anyway http://www.nexusmods.com/oblivion/mods/42212/? Greetings. ... you wrote " Vanilla" , right ? So use or only try the OldWolf58 's mod : http://www.nexusmods.com/oblivion/mods/43219/ He made a very special work here , interesting and with a lower size of polygons. Just one thing : unfortunately he used a Coronerra based lower body ... so if you use an original HGEC one, you 'll get a little gap because Coronerra added his own version of some HGEC lower ... but this is only visible on a few models ... I need to remember to convert his mod to fit the original HGEC lowers. Cheers.
farlibarcai Posted August 25, 2015 Posted August 25, 2015 Is there any mod that allow to increase the size of different body parts (like head, neck, hands, feet)? Growlf's Body Resizing mod. TY BTW... Is there any mod that fix amulets and necklaces meshes in order to fit correctly on HGEC body? Look pretty weird floating around a neck. If there is no mod, it is possible to find some tutorials to do it? Seems easy but I've already tried and failed. Thanks in advance
Vaelorian Posted August 25, 2015 Posted August 25, 2015 Grab Blender 2.49b, import your nif(s), go to edit mode, translate\rotate\scale the model to fit your idea of what it should be and export it. There is literally nothing more to it. You don't need to mess with weight painting, you don't need to mess with UV maps, you don't need to add or remove verts\faces or whatever else.
farlibarcai Posted August 26, 2015 Posted August 26, 2015 Grab Blender 2.49b, import your nif(s), go to edit mode, translate\rotate\scale the model to fit your idea of what it should be and export it. There is literally nothing more to it. You don't need to mess with weight painting, you don't need to mess with UV maps, you don't need to add or remove verts\faces or whatever else. I tried that some time ago but I couldn't manage how to export from blender 2.49 to .nif Some weird bug maybe. But I installed .nif plugins on 3ds max 2013 where I can actually import and export without suffering, but never tried on necklaces. I use the latest blender and export to 3ds max, then export to .nif. Tried with a helm in skyrim and failed again. I'll give a chance this time so I can publish my first mod.
farlibarcai Posted August 27, 2015 Posted August 27, 2015 Failed again The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it. I don't pretend to be annoying. Thanks in advance.
QuiteTheTail Posted August 27, 2015 Posted August 27, 2015 Do you make the scaling in edit mode or object mode? It can make a difference. If you scale or rotate entire objects in your mesh, remember to use Apply Scale and Rotation to Object Data from the menu Object>Clear/Apply before exporting (you get a warning if you fail to do so, and cannot export). This is not required if you rotate or scale (globally or locally) a group of vertices in edit mode. I tend to use very much local rotation for groups of vertices along with x,y,z - grab. In some cases I prefer that to scaling.
fejeena Posted August 27, 2015 Posted August 27, 2015 farlibarcai : I don't know anything about Blender but .... Your created Nif has no bones. All Body, armor, clothes, amule,t tail meshes must be bound to bones. A amulet must be at least bound to the neck bone ( Bip01 Neck1 ) So that's why it does not shown up in game, you can not use a nif without bones as clothes item. And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone. I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender. Clean the nif.
QuiteTheTail Posted August 27, 2015 Posted August 27, 2015 I suspected that much, fejeena, but I assumed (I was wrong) that our friend had imported the skeleton and parented it to the mesh before exporting. I posted a summary description of the procedure once, as soon as I find the link I will add it to this message. P.S. Here it is: http://www.loverslab.com/topic/47834-oblivion-to-fallout-need-help/?do=findComment&comment=1199755
avebrave Posted August 27, 2015 Posted August 27, 2015 Failed again The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it. I don't pretend to be annoying. Thanks in advance. Such questions are never annoying. Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first. For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty). The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look. Follow these steps: first import your amulet with these settings: delete the node ( 'right click' then 'del'): import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup) OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one: OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference): select the amulet and select the edit mode: do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'): OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then: OTIONAL C: use this settings in the popup: delete the body now, so that only the amulet is left Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now: this is how it should look now: now export it to nif with these settings: now everything should work, here the amulet that I made for the example pics: adventurersamulet.nif If you got questions about a step just ask. ... And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone. I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender. Clean the nif. the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....". cheers.
farlibarcai Posted August 28, 2015 Posted August 28, 2015 Thanks to all of you for support QuiteTheTail fejeena and avebrave I am currently using 3dsmax 2013 x64 only to import and export .nif meshes, but I initially used Blender 2.49 (in a x32 system sadly, it had some weird bugs and I couldn't export what I edited, and I switched to x64 system but stopped working).I use Blender 2.74 to to edit (and create) meshes in both object mode and edit mode. I used .fbx files to export/import meshes between software but started trying to work in 3dsmax in order to keep the meshes in one software and prevent corruption.Working in Blender 2.49 seems easy, so my question is: should I try again with old blender or should I keep 3ds max and start working in it?Thank you again.
QuiteTheTail Posted August 28, 2015 Posted August 28, 2015 should I try again with old blender or should I keep 3ds max and start working in it? It falls to you to decide. I never used 3ds max so I really can't be of help. Old blender has been used the longest for Oblivion, so it should be more reliable for these tasks. That's all I can say.
avebrave Posted August 28, 2015 Posted August 28, 2015 I work with both too, 3ds 2012 and blender 2.49, but this portable version, for oblivion I use blender only. 3ds I use for skyrim stuff, weightpaint, weightslider etc. Both tools have it's pros and cons. So I can recommend both, it depends on in wich you feel more comfortable to work. I guess you import the amulet to 3ds without having a skeleton in the scene and did not parent it to the bones? That would explain the BSX flag which is only used in world objects, it determines how havok interacts with the object. cheers.
morgananinuala Posted August 29, 2015 Posted August 29, 2015 Sorry I've been gone a while, all. TBH, the skull mask was the only thing that really caught my eye. I've never seen anything like it for Oblivion. Apologies for just ditching after asking, my computer has been craaaazzzzyyyyy. OTOH, it looks like I spawned a modding technique discussion, which is probably a good thing, yeah? Tell me, if the big problem with converting armors from one game to another is body mod compatability, is it relatively easy to convert a full-body suit?
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