Could someone help me with this?

Post » Thu Jun 02, 2011 7:40 am

So I found these really interesting documents in a resource by Alaisiagae. The problem is that I've never been able to understand (far to confusing with all the diffrent files) how to make em work right in the CS. I'm really short in time so if someone had a finished plugin or could make one, it would be great. I only want the Dwemer Documents (scrolls), nothing else.

Here's the files
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=254548&id=9072
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Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Thu Jun 02, 2011 4:31 am

I can suggest some steps for d.i.y.:
- Open CS, load Morrowind.bsa (and whatever other .bsa's you want/need)
- Have the documents in the appropriate meshes folder in your Data Files\Meshes\whatever directory, and the icons in a corresponding folder in the Data Files\Icons directory.
- Go to the "Misc Items" tab of the Objects window.
- Right-click on the "ID" bar (or anywhere, really), a pop-up list of options will appear, click on "new"
- Give your item a unique ID. To make it easy to find, I usually start mine with an underscore "_" so that it will appear at the top of the ID list when sorted alphabetically
- Give it a name (this will be the name that appears in-game)
- "Add an Art File" refers to giving the item a mesh. Click on "Add an art file" and navigate to the mesh you want to use
- "Inventory Image" refers to the icon you'll see in-game
- "Weight" refers to encumbrance value, and "Value" is the monetary price. You can attach a script to it if you want.

If you want this item to be a book-type item (the player sees an image/text when they click on the scroll), then instead of the "Misc Items" tab, go to the "Books" tab. You will have the option to insert text. It uses some code (like

for paragraph or something), I don't know what it can recognize, but I'm sure there's info on it somewhere on the web. There's also a little tick box for "scroll", I think that turns the item into a scroll-like item rather than a book-with-pages item.

For instance, say you make your own folders and label them "TM" for trancemaster.
- Place the meshes you want in Meshes\TM folder. You can make a subfolder if you want - e.g. Meshes\TM\m. I do this with my Alais folder since I have several other mods and I want to keep the types of items distinct, so I mimic the vanilla folder scheme and have Meshes\Alais\m, and Meshes\Alais\c, etc. m = misc items, c = clothing, l = lights, a = armor, w = weapons, n = ingredients, i = interiors, etc.
- Do something similar with the Icons, like Icons\TM or Icons\TM\m.
- You can, of course, just dump everything in the Icons\m and Meshes\m folder, but it makes it a bit easier for you and whoever uses your mod to keep track of your stuff when you have it in unique subfolders. It also reduces the risk of something accidentally overwriting your meshes or icons. In general, unless it is a pluginless replacer, the etiquette seems to be to make your own subfolders.
- the folder directory characters contribute to the 32-character limit (including the 4 character file extension, eg .nif, .tga, .dds). You may need to rename icons and meshes to stay within the limit. In general, renaming resources is usually a normal practice, since it helps reduce the chances of overwriting the mesh/icon if someone else's mod uses the same resources.

I hope there was at least something useful in those tips/instructions. I hope you enjoy the resource!

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Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Thu Jun 02, 2011 5:46 am

I can suggest some steps for d.i.y.:
- Open CS, load Morrowind.bsa (and whatever other .bsa's you want/need)
- Have the documents in the appropriate meshes folder in your Data Files\Meshes\whatever directory, and the icons in a corresponding folder in the Data Files\Icons directory.
- Go to the "Misc Items" tab of the Objects window.
- Right-click on the "ID" bar (or anywhere, really), a pop-up list of options will appear, click on "new"
- Give your item a unique ID. To make it easy to find, I usually start mine with an underscore "_" so that it will appear at the top of the ID list when sorted alphabetically
- Give it a name (this will be the name that appears in-game)
- "Add an Art File" refers to giving the item a mesh. Click on "Add an art file" and navigate to the mesh you want to use
- "Inventory Image" refers to the icon you'll see in-game
- "Weight" refers to encumbrance value, and "Value" is the monetary price. You can attach a script to it if you want.


These are not an issue, thanks though :)

The issue is that I don't know what files are linked to another, for example nif; scroll_open_dwrv30, what textures do it use? (Since I only want the Dwemer ones) I've got no clue.

That's why I can't add them to the cs. I really don't wanna trail & error my way though it :P
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Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Thu Jun 02, 2011 6:44 am

The issue is that I don't know what files are linked to another, for example nif; scroll_open_dwrv30, what textures do it use? I've got no clue.
This is not a problem of the construction set. Try using a separate tool like NifSkope for this.
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Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Wed Jun 01, 2011 6:23 pm

This is not a problem of the construction set. Try using a separate tool like NifSkope for this.


So I need to use nifskope everytime? Actually that does give me another problem. Nifskope doesn't work very well on my compute & when it does I don't know my way around it :P
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Khamaji Taylor
 
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Joined: Sun Jul 29, 2007 6:15 am


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