RegisteredUser Posted January 14, 2018 Posted January 14, 2018 For my install, I would like to make one of the collars from Deviously Cursed Loot look different. Specifically, I want to make it look like a different collar that's also shipped by Deviously Cursed Loot (but doesn't have the effects). I went and loaded things up in TES5EDIT, looked up the model path that I wanted to use, went to the collar I wanted to modify, and replaced the model paths for male and female models with the one I had looked up before. Ingame, this has only been a partial success. In the inventory, and when dropped on the ground, the collar has the model that I want it to have. However, when it is worn by someone, it still has its old model. I'm a complete amateur at this, and honestly surprised I even managed to get this far on my own. Zero prior experience with Creation Kit or TES5Edit or modding in any Bethesda game ever. So now I need help. What must I do to properly change the model so that it shows up when worn?
MadMansGun Posted January 14, 2018 Posted January 14, 2018 it sounds like you only replaced the item model, not the actual armor models, look under "armor addons" in TES5Edit for the right models/file path, hell you could just change the collar's file paths right there to match the one from the collar you wanted.
RegisteredUser Posted January 14, 2018 Author Posted January 14, 2018 But that's precisely what I did. I went under "armor", went to the collar in question, and changed "Male world model/MOD2 - Model Filename" as well as "Female world model/MOD4 - Model Filename". These are all the file paths that exist in the entry. There are no others left that I could change. After reading your post, I went to "armor addons". There, I found a "Female world model/MOD3 - Model Filename", which I changed to be the same as the "armor addon" entry for the collar I want it to look like. The result? Now instead of showing the wrong model, the collar is completely invisible when worn. =/
gtcard Posted January 14, 2018 Posted January 14, 2018 you don't need to edit the esp for this if all you want is to change the model of 1 collar with another. you just have to find where the mesh you want to replace is located, and replace it with the mesh you want to use. so if you want ironcollar1.nif to look like ironcollar2.nif, just delete ironcollar1.nif then copy ironcollar2.nif into the same folder as ironcollar1.nif and rename it to ironcollar1.nif
LazyBoot Posted January 14, 2018 Posted January 14, 2018 8 hours ago, RegisteredUser said: But that's precisely what I did. I went under "armor", went to the collar in question, and changed "Male world model/MOD2 - Model Filename" as well as "Female world model/MOD4 - Model Filename". These are all the file paths that exist in the entry. There are no others left that I could change. After reading your post, I went to "armor addons". There, I found a "Female world model/MOD3 - Model Filename", which I changed to be the same as the "armor addon" entry for the collar I want it to look like. The result? Now instead of showing the wrong model, the collar is completely invisible when worn. =/ Make sure you're not pointing the armor addon to a ground object type .nif, most of the dd ones end in "_go"
RegisteredUser Posted January 14, 2018 Author Posted January 14, 2018 1 hour ago, gtcard said: you don't need to edit the esp for this if all you want is to change the model of 1 collar with another. you just have to find where the mesh you want to replace is located, and replace it with the mesh you want to use. so if you want ironcollar1.nif to look like ironcollar2.nif, just delete ironcollar1.nif then copy ironcollar2.nif into the same folder as ironcollar1.nif and rename it to ironcollar1.nif ...Well. I suppose that could be a simple solution! Will try that out tomorrow. EDIT: Wait. On second thought, that doesn't work, because the model I would need to replace is one of the basic DD models. Which means a whole lot of standard DD collars would suddenly come with a different model too, not just the Cursed Loot one. 51 minutes ago, LazyBoot said: Make sure you're not pointing the armor addon to a ground object type .nif, most of the dd ones end in "_go" The path I copied pointed to the mesh without "_go", so that part is not the issue. Still turned invisible.
LazyBoot Posted January 14, 2018 Posted January 14, 2018 41 minutes ago, RegisteredUser said: ...Well. I suppose that could be a simple solution! Will try that out tomorrow. EDIT: Wait. On second thought, that doesn't work, because the model I would need to replace is one of the basic DD models. Which means a whole lot of standard DD collars would suddenly come with a different model too, not just the Cursed Loot one. The path I copied pointed to the mesh without "_go", so that part is not the issue. Still turned invisible. Another thing that it's important to check, is to make sure the slots in the .nif, armor, and armor addon match up.
RegisteredUser Posted January 15, 2018 Author Posted January 15, 2018 I checked that as far as I have been able. And I would have been very surprised if they differed, considering both items are properly functional collars that cannot be equipped at the same time ingame. I don't suppose one of you could give it a try yourself? I'm trying to take the model used by the Heavy Collar (xx0A44A6, dcur_chokerCollarSimple) and apply it to the Slave Collar (xx017C97, dcur_slavecollar). Maybe if you can make it work on your end, it'll turn out I just have no idea what I'm doing... (which is likely )
chaimhewast Posted January 15, 2018 Posted January 15, 2018 On dcur_slavecollar (the named one that goes in your inventory): Set the "Male world model" and "Female world model" entries to "devious\devices\dasha\collar01_go.nif" On dcur_slavecollar_scriptInstance (xx0A44A7 - this is what you see equipped on your character): Set the "Armature" entry to "dcur_chokerCollarAA" (xx0A44A2)
RegisteredUser Posted January 15, 2018 Author Posted January 15, 2018 Oooh, so that's what I missed! And replacing the armature is more elegant than trying to edit it too. It now works perfectly ingame, thanks!
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