Make a plugin-mode from a pluginless-mode (Noob-question)

Post » Sun Jan 24, 2010 1:15 am

I know this probably sound pretty stupid to you, but I want to make plugin-mod from a pluginless-mod.

My problem is that I have a pluginless-face-replacer (500+faces) that I want to extract around 150 faces from.

I learned recently from one of you guys how to use TES-Files to achieve this, as long as the mod I want to extract something from contained a esp-fil!
The problem now is that I dont have any esp or esm, only 2 folders (Meshes and Textures)!

My question is:

How do I create a esp-file from onle having the resources (meshes and textures)....or is there another way to solve my initial problem on how to extract some "parts" from a pluginless-mod
(I asume I don't have to create an esp-file by "manually" connecting all Mesh-files with their appropriate Texture-files)
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Kevin S
 
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Post » Sun Jan 24, 2010 3:01 am

Apparently you don't quite understand what a pluginless mod is. A face replacer can be pluginless if it contains exactly the same amount of head/hair meshes, preserving mesh/texture names, so that no .esp file is necessary for a 1:1 replacement. A 500+ faces replacer can't work like this. So, either you got the raw "modder's resource" that is not really a replacer but just stuff for do-it-yourself modders (in which case you're on your own), or the mod *did* have an .esp file, and you just don't know how to find it.
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DAVId MArtInez
 
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Post » Sat Jan 23, 2010 5:10 pm

Apparently you don't quite understand what a pluginless mod is. A face replacer can be pluginless if it contains exactly the same amount of head/hair meshes, preserving mesh/texture names, so that no .esp file is necessary for a 1:1 replacement. A 500+ faces replacer can't work like this. So, either you got the raw "modder's resource" that is not really a replacer but just stuff for do-it-yourself modders (in which case you're on your own), or the mod *did* have an .esp file, and you just don't know how to find it.

The same as what?
Beths own heads (which I cant see, because they are hidden in some bsa I think) or the standard Better Heads (which I can see)?

And NO...there is no ESP-fil or anything else in this pack.

And NO...apparently I dont understand these stuff, thats why I ask, I'm eager to learn! :woot:

But can you please answer me the question I also made in another topic: if you have 1 mesh-folder and 1 texture-folder and NO esp-file, how can one made an esp containing the connection between the NPCs,nifs and dds?
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Emmie Cate
 
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Post » Sat Jan 23, 2010 6:06 pm

The same as what?
Beths own heads (which I cant see, because they are hidden in some bsa I think)
The same as Beths own heads. You can't see meshes' filenames inside .bsa, but they are mentioned in the Morrowind.esm - more precisely, in the "Body Parts" tab, "Model" column, for Heads/Hair group of records. If you place a head's mesh with the same name and into the same subfolder as in a certain vanilla head's record is written, the engine will automatically take that mesh instead of the one in .bsa, and you don't need an additional .esp to handle it. The problem is, you can only replace existing heads this way, so that if there's six vanilla heads for male Redguards and six heads for females, you can get no more than six/six new heads replacing originals and no bigger variety at all. If you want more heads to choose from, you need an .esp declaring body parts with meshes that Morrowind.esm doesn't know by name.

And NO...there is no ESP-fil or anything else in this pack.
Maybe you just tell the name of the pack or where did you downloaded it from - that way it will be easier to see what you're dealing with.

if you have 1 mesh-folder and 1 texture-folder and NO esp-file, how can one made an esp containing the connection between the NPCs,nifs and dds?
There's no way you can do it in a quick automatized manner, only manually. Open CS, go to "Body Parts" tab, declare a new one, assign a mesh for it, save. Wash, rinse, repeat.
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emily grieve
 
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Post » Sun Jan 24, 2010 3:12 am

The same as Beths own heads. You can't see meshes' filenames inside .bsa, but they are mentioned in the Morrowind.esm - more precisely, in the "Body Parts" tab, "Model" column, for Heads/Hair group of records. If you place a head's mesh with the same name and into the same subfolder as in a certain vanilla head's record is written, the engine will automatically take that mesh instead of the one in .bsa, and you don't need an additional .esp to handle it. The problem is, you can only replace existing heads this way, so that if there's six vanilla heads for male Redguards and six heads for females, you can get no more than six/six new heads replacing originals and no bigger variety at all. If you want more heads to choose from, you need an .esp declaring body parts with meshes that Morrowind.esm doesn't know by name.


Thank you! :biggrin:
This information was really helpful I have now sorted out the problem I had with the modpack.
This facepack I downloaded from some torrent-sites years ago and it contians a mix of different modders work, no esp-files, only two main folders (meshes and textures), with a lot of sub-folders in each.

I have searched for a mod that randomize clothes/armor/hairstyles...etc for the NPCs on daily basis or a triggering switch based on PC enters the same cells....etc
Is there something like this or do you have to make a script or something to make this work?
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Bambi
 
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Post » Sat Jan 23, 2010 4:53 pm

Never heard of such a thing. For starters, it's not possible to change faces/hairs ingame - they are hardcoded. Although it's possible to give them "mask" clothes that use face/hair meshes - Morrowind Comes Alive uses that approach (and also a Guard Anticlone-or-something mod I don't remember the exact title at this moment). Keep in mind that MCA deals with *added* NPCs to imitate the unlimited amount of random mobs with just a few actual records. As for *dynamical* change of faces for stock NPCs - I don't think that anybody tried that and don't think anybody would - after all, except guards (that *are* served by the mod I mentioned) and disposable attackers in caves/wilderness, stock NPCs are all named and accounted for, each with his own place in the city and, supposedly, personality (granted, usually not much without LGNPC mods). There's no point in changing their faces on the fly.

As for clothes - again, save MCA, there's no attempted mods that would change clothes of vanilla NPCs dynamically. Problem is, leveled items only work randomly with NPCs placed by CS from the beginning or generated by Place sort of command. Trying AddItem command with a leveled cloth or armor in the middle of the game doesn't produce anything. And making a customized script for each NPC allowing him to choose from several attires - well, it's hard to imagine somebody taking up *this* much job. Besides, even with variety that face replacers provide, clothes that NPCs wear have large role in their individuality, how do we recognize them without looking at the name tag.

As for a script - well, I do have a character in my mod that changes hes clothes regularly, it looks like this:
Spoiler
short curr_dayif ( cellChanged == 0 )	; only check when entering the cell	returnendifif ( curr_day == Day )		; change once a day	returnendifset curr_day to Dayif ( "Falura Llervu"->GetItemCount "common_shirt_02" > 0 )	"Falura Llervu"->RemoveItem "common_shirt_02" 1endifif ( "Falura Llervu"->GetItemCount "common_skirt_02" > 0 )	"Falura Llervu"->RemoveItem "common_skirt_02" 1endifif ( "Falura Llervu"->GetItemCount "exquisite_shirt_01" > 0 )	"Falura Llervu"->RemoveItem "exquisite_shirt_01" 1endifif ( "Falura Llervu"->GetItemCount "exquisite_skirt_01" > 0 )	"Falura Llervu"->RemoveItem "exquisite_skirt_01" 1endifif ( "Falura Llervu"->GetItemCount "exquisite_shoes_01" > 0 )	"Falura Llervu"->RemoveItem "exquisite_shoes_01" 1endifif ( "Falura Llervu"->GetItemCount "expensive_skirt_02" > 0 )	"Falura Llervu"->RemoveItem "expensive_skirt_02" 1endifif ( "Falura Llervu"->GetItemCount "expensive_shirt_02" > 0 )	"Falura Llervu"->RemoveItem "expensive_shirt_02" 1endifif ( "Falura Llervu"->GetItemCount "expensive_skirt_01" > 0 )	"Falura Llervu"->RemoveItem "expensive_skirt_01" 1endifif ( "Falura Llervu"->GetItemCount "expensive_shirt_01" > 0 )	"Falura Llervu"->RemoveItem "expensive_shirt_01" 1endifif ( "Falura Llervu"->GetItemCount "common_shirt_02_rr" > 0 )	"Falura Llervu"->RemoveItem "common_shirt_02_rr" 1endifif ( "Falura Llervu"->GetItemCount "common_skirt_05" > 0 )	"Falura Llervu"->RemoveItem "common_skirt_05" 1endifif ( "Falura Llervu"->GetItemCount "common_pants_03_b" > 0 )	"Falura Llervu"->RemoveItem "common_pants_03_b" 1endifif ( "Falura Llervu"->GetItemCount "common_shirt_gondolier" > 0 )	"Falura Llervu"->RemoveItem "common_shirt_gondolier" 1endifif ( "Falura Llervu"->GetItemCount "common_skirt_04" > 0 )	"Falura Llervu"->RemoveItem "common_skirt_04" 1endifif ( "Falura Llervu"->GetItemCount "fur_helm" > 0 )	"Falura Llervu"->RemoveItem "fur_helm" 1	"Falura Llervu"->RemoveItem "chitin pauldron - left" 1	"Falura Llervu"->RemoveItem "chitin pauldron - right" 1	"Falura Llervu"->RemoveItem "chitin boots" 1	"Falura Llervu"->RemoveItem "cloth bracer left" 1	"Falura Llervu"->RemoveItem "cloth bracer right" 1endifif ( Random100 < 10 )	"Falura Llervu"->AddItem "common_skirt_02" 1elseif ( Random100 < 20 )	"Falura Llervu"->AddItem "expensive_skirt_02" 1	"Falura Llervu"->AddItem "expensive_shirt_02" 1elseif ( Random100 < 30 )	"Falura Llervu"->AddItem "common_shirt_02_rr" 1	"Falura Llervu"->AddItem "common_skirt_05" 1elseif ( Random100 < 40 )	"Falura Llervu"->AddItem "common_pants_03_b" 1elseif ( Random100 < 50 )	"Falura Llervu"->AddItem "common_shirt_gondolier" 1	"Falura Llervu"->AddItem "common_skirt_04" 1elseif ( Random100 < 60 )	"Falura Llervu"->AddItem "fur_helm" 1	"Falura Llervu"->AddItem "chitin pauldron - left" 1	"Falura Llervu"->AddItem "chitin pauldron - right" 1	"Falura Llervu"->AddItem "chitin boots" 1	"Falura Llervu"->AddItem "cloth bracer left" 1	"Falura Llervu"->AddItem "cloth bracer right" 1elseif ( Random100 < 70 )	"Falura Llervu"->AddItem "expensive_skirt_02" 1	"Falura Llervu"->AddItem "expensive_shirt_02" 1elseif ( Random100 < 80 )	"Falura Llervu"->AddItem "expensive_skirt_01" 1	"Falura Llervu"->AddItem "expensive_shirt_01" 1else 	"Falura Llervu"->AddItem "common_shirt_02_rr" 1	"Falura Llervu"->AddItem "common_skirt_05" 1endif

Now decide for yourself whether you want to do something like that for *every* character.
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Jade Muggeridge
 
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Post » Sat Jan 23, 2010 5:50 pm

Ok, how would your script look like if you only want your NPC to change a shirt 2 times a day, 7 days a week?

I have looked at one script I found in some Script document, but it didn't accomplish, but I really dont know why.
When I tried it I changes the "nightgcrown" to some shirt adn I assume when the evening came (20:00) the shirt was covered by the robe that the NPC was wereing dureing the day, the next day the NPC had changed robe...

What I did was to change the "nightcrown"/shirt to an enchanted robe (setting its value = http://forums.bethsoft.com/index.php?/topic/1183609-make-a-plugin-mode-from-a-pluginless-mode-noob-question/extravagant robe), and the switch were accomplished at 20:00, but now this enchanted robe stayed on the NPC for the duration of the week??...Never changing to another robe (maybe those were covered by this enchanted robe).

How do you unequip something before you equip something new?...I've tried removeitem without any luck?!

The script looked like this:

----------------------------
begin laundryscript

short currentday
short localday
short shirtchange
short pajammas

if ( currentday != Day )
set currentday to day
set localday to ( localday + 1 )
set shirtchange to 0
endif

if ( pajammas == 0 )
if ( gamehour >= 20 )
equip, "nightgown"
set pajammas to 1
endif

if ( shirtchange == 0 )

if ( localday == 1 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_c"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 2 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_h"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 3 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_r"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 4 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_t"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 5 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 6 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_a"
set shirtchange to 1
set pajammas to 0
endif
endif

if ( localday == 7 )
if ( gamehour >= 6 )
equip, "extravagant_robe_01_b"
set shirtchange to 1
set pajammas to 0
set localday to 0
endif
endif

endif

end laundryscript
---------------------------------------------
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Kristian Perez
 
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Post » Sat Jan 23, 2010 7:08 pm

It won't work, because Equip function is a bull. Even after it was "fixed" in Tribunal, its area of usefulness is fairly small. Particularly, weapons, armors, and clothes never obey what it says. Instead, the character *always* wears the best weapon and armor of the class he's most proficient with, and richest clothes he has in inventory (you can observe it when you sell loot to traders, unless you use Fashionable Merchants or some other mod specifically designed to circumvent that problem). To make sure that your NPC wears a certain article, you must make it so that it is the only article for this slot. Hence, RemoveItem/AddItem routine.
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Robyn Lena
 
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