» Thu Jan 06, 2011 2:38 pm
If there's no esp, then you just have meshes and textures. The easiest way to create an item using them is to select something similar from the vanilla game, and edit it. Give it a new name (do that first as a precaution) and change the model reference to the one in the resource mod's meshes folder. The mesh (.nif file) contains the link to the texture, so there's nothing to do for that, but you may have an icon supplied as well, which will be in the textures folder.
In some cases, the objects may have scripts on them that you need to copy into your own mod. In that case, there will be an esp and should be something in the readme file to tell you how to copy and edit those. You usually have to load the mod's esp as well as your own into the CS so you can transfer items between them. My own http://www.tesnexus.com/downloads/file.php?id=32573 is an example of that, and you might find the instructions in that useful, even if you don't use the candle itself!
In between, you'll have items with an esp that's just there so you can test out the items before you use them. Often the esp places an instance of each item in the testing hall (or a room off it) and you can go there and take a look. In those cases the esp isn't needed to use the resource, and you treat it like the first case.