Add a hair into a race mod

Post » Sat May 28, 2011 8:30 pm

How can I add ar hair or new ears in a race?

I tried to add babe hair into cute elves 100 times. I set meshes and textures into the apropiates foder, I do Archive invalidation but, it doesnt work. Is something I do wrong or something I dont do?
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Sun May 29, 2011 4:49 am

How can I add ar hair or new ears in a race?

I tried to add babe hair into cute elves 100 times. I set meshes and textures into the apropiates foder, I do Archive invalidation but, it doesnt work. Is something I do wrong or something I dont do?

To add something from one mod to another you need to use mod deisolation or similar techniques.
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Sun May 29, 2011 2:48 am

How can I add ar hair or new ears in a race?

I tried to add babe hair into cute elves 100 times. I set meshes and textures into the apropiates foder, I do Archive invalidation but, it doesnt work. Is something I do wrong or something I dont do?

1) Launch TES4Edit with the source plugin (the one with the hairs) and the target plugin.

2) Find the source records in the source plugin by expanding the source plugin and then its HAIR branch.

3) Highlight the desired records, right-click and choose 'Copy as new record' (if you do not want the target plugin to be dependent upon the source plugin) or 'Copy as override' (if you do not care) and choose the target plugin.

That will make the hairs available for adding to the race. If you chose the former option during step #3, you can go ahead and open up the plugin in TESCS and proceed as normal; however, if you chose the other option, you would want to use Bash's Esmify function or TES4Gecko's convert to master function before loading the target plugin into TESCS. You can also simply add the hairs to the desired race in TES4Edit, by going to the Hair section of the Race record, right-clicking and add the hair (by formID.)
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Sun May 29, 2011 12:22 am

Yes!

Many thanks!
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat May 28, 2011 11:04 pm

Everything is working then?
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat May 28, 2011 4:09 pm

Yes, I can add hairs from a mod to another. I have problems opening the mod in the Construction Set afther, but I allways have "strange" problems when I do things a bit more complicated than just install an omod file and I suspect that having Oblivion installed in Program Files have something to do with most of the problems. Sadly, I have no choice, as I have Steam version and it install self when it decides. Also when I install omods, lots of times I have to modifie the script because obmm scripts doesnt recognize the steam version of obse and I cant install mods having the usual condition "If not obse newer than xx detected...". My conclusion is that Oblivion steam goes almost "fine" with mods, but you can not do a step more from that. Next time I rebuild my game I will buy Oblivion retail for sure.
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Sat May 28, 2011 9:49 pm

Yes, I can add hairs from a mod to another. I have problems opening the mod in the Construction Set afther, but I allways have "strange" problems when I do things a bit more complicated than just install an omod file and I suspect that having Oblivion installed in Program Files have something to do with most of the problems. Sadly, I have no choice, as I have Steam version and it install self when it decides. Also when I install omods, lots of times I have to modifie the script because obmm scripts doesnt recognize the steam version of obse and I cant install mods having the usual condition "If not obse newer than xx detected...". My conclusion is that Oblivion steam goes almost "fine" with mods, but you can not do a step more from that. Next time I rebuild my game I will buy Oblivion retail for sure.

You do not have to modify the script. All you have to do is copy the obse_loader.exe file into the Oblivion folder. It will not be used, but it will allow all OMOD scripts to work. The TESCS works fine as long as you make independent ESPs or use esmification for dependent plugins. Also, if you are using Vista or Win7, reinstalling Steam to C:\Games would help with all of the UAC permissions issues.


Happy gaming!
- Tomlong75210
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm


Return to IV - Oblivion