The Elder Scrolls III MORROWIND:
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Kiteflyer61's Picture resource v2.0
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By Kiteflyer61 (kiteflyer61@yahoo.com)
Date 12/05/2010
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Future plans
11. Version history
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1. DESCRIPTION
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This is a modder's resource. There are two .esp's included to make adding it to your mod easier, but nothing is added in-game.
This mod contains 135 new pictures to use in decorating your mods. They come in four different frame styles (colors)
They are set up as both static pieces and as misc. items. The static pieces are just like any other
MW static and must be placed in the CS. The misc. item pieces are set up to be moveable and scaleable in-game. There is a menu system to allow them to be moved and scaled by the player.
The pictures are quite large in their default size, but the included script has a resizing option to change them to medium (75%) and small (50%) sizes.
The pictures are reworked screenshots from http://www.fliggerty.com/phpBB3/viewtopic.php?f=34&t=3497 (used by permission)
The frames are from Clavis's modder's pack.
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2. Requirements
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Morrowind
Tribunal
Bloodmoon
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3. INSTALLING THE PLUGIN
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Installation is standard. The .esp goes in Data Files, the meshes go in meshes\kb\, the textures go in Textures\kb\, and the icons go in Icons\kb\.
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4. PLAYING THE PLUGIN
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This is not intended to add anything to the game directly. Load one of the .esp's along with your own .esp and merge the two plugins to add the pictures to your own mod.
The "Kiteflyer61's Picture resource v2(static)" .esp will add the pics as static items, for use in the CS. The "Kiteflyer61's Picture resource v2(misc)" .esp will add the misc. version of the pictures, as well as the script (already attached) that allows them to be moved by the player in-game.
I've also included the script in text format. Should you not want to add all the pics to your mod, you can use this file to add the script to the pics you import.
If you just want to add a few pics to your mod, they are set up to be relatively easy to grab. Just grab the .nif file, the matching image file, and the matching icon. Be sure to also grab the proper frame color file (there are only four) and the canvas file (they all use the same file), and you're good to go.
For example, say you like pic number d056. Grab kb_v__painting1_056.nif and place it in Data Files\Meshes\kb. Then grab image056.dds and place it in Data Files\Textures\kb. Then grab image056_icn.dds and place it in Datafiles\Icons\kb. You'll also need to grab the frame texture (in this case the "d"ark file, KEY_Wood_01_02.dds) and the canvas file (KEY_Canvas_02.dds) and place them in the Textures\kb folder.
Now open the CS and add the .nif file in the misc. tab, edit the weight, value, and name properties, and add the icon image, and save. Be sure to remember the script (it can be copy pasted from the text file, change the name by replacing the initials at the top and bottom). The item has to be added first or the script won't compile. Now your mod has a new picture to place. You can also add the .nif to the static tab, but statics don't take scripts so the pic won't be moveable.
The meshes can be placed in any subfolder in meshes (or in meshes itself), but the textures need to be in the \kb folder or they won't show up in-game and you'll get load errors. You can avoid this by editing the meshes in NifSkope to point to a different directory.
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5. SAVE GAMES
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N/A
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6. CONFLICTS / KNOWN ERRORS
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This shouldn't conflict with anything as all the meshes, textures, and scripts have been renamed.
If you use this in your own mod, please rename at least the CS records and script to avoid conflicts with other mods that use this resource. The easiest way to do this is to change the "kb" prefixes to your own initials.
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7. CREDITS / PERMISSIONS RECEIVED
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First and foremost, Thanks go to VictoriaG for the use of her screenshots. Without them, this mod would be pointless.
Thanks also to Clavis for the picture mesh and frame textures.
And thanks to PainKillerRider (and by extension Korana and Dracus Dragani) for the placement scripts.
Thanks also to Krun for the piece of script added to PKR's script to allow sizing. It makes the pictures a lot more useful.
And, as always, to Bethesda for such a great game.
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8. CONTACT AND INFORMATION
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I can be reached by e-mail at kiteflyer61@yahoo.com or by PM at BGSF and GHF under the username Kiteflyer61
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9. LEGAL STUFF/ DISCLAIMER
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As this is a modder's resource, feel free to use it in your own mods. All I ask is that proper credit be given.
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10. FUTURE PLANS
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If there is enough interest, I may be doing the other colors of the frames (to match Clavis's modder's pack) in the future.
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11. VERSION HISTORY
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v1.0 original release
v1.1 Changed the activators to misc. items (with icons) so the player can actually pick them up.
v2.0 Added a lot more pics (for a total of 135) and four choices (3 new) for the frames. Tweaked the script to allow resizing. The original frame texture was also quadrupled in size for a better look. The original was 256x256. it's now 512x512 (as are the 3 new frame colors).
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This is the result of my first stumbling steps into the art of re-textures.
http://www.fliggerty.com/phpBB3/viewtopic.php?f=50&t=3679
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8879
http://www.fliggerty.com/phpBB3/gallery/image.php?album_id=66&image_id=343
http://www.fliggerty.com/phpBB3/gallery/image.php?album_id=66&image_id=340
http://www.fliggerty.com/phpBB3/gallery/image.php?album_id=66&image_id=341
http://www.fliggerty.com/phpBB3/gallery/image.php?album_id=66&image_id=342
KF