A question from a newbie modder

Post » Sat Feb 19, 2011 2:06 am

Hello there, glad you dropped by. I'm about to take my first wobbling steps into the world of modding, and I need a bit of guidance.

One of my friends requested that I make a retexture of the Crusader armor from the Knights of the Nine-plugin, oddly enough. Seeing as I've never made a mod or done anything advanced with photoshop before, this was a bit of a challenge. Eventually I managed to make a pretty decent-looking retexture, and all that's left should be to get it into the game. Here's my trouble though, I don't want the new textures to replace the old ones but rather be for an alternative set using the same meshes as the Crusader armor. Reading a tutorial on adding custom textures for weapons and armor in Oblivion told me that the texture is to be attatched to the .nif file containing the armor mesh somehow. But I'm pretty sure that making a copy of the mesh for my texture and uploading it is illegal, so I was wondering if there is an alternative way for this?
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Lynette Wilson
 
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Post » Sat Feb 19, 2011 12:17 pm

You simply need to make your mod dependent on the Knights of the Nine DLC since you're using assets directly from it. :D Make sure to put that in your readme and that your mod IS dependent on KotN.
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Avril Louise
 
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Post » Sat Feb 19, 2011 10:59 am

Well, that's the plan. But how do I do that?
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candice keenan
 
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Post » Sat Feb 19, 2011 6:00 am

have a read of this:
http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial#ESP_Mastering
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Kathryn Medows
 
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Post » Fri Feb 18, 2011 8:49 pm

Hmm, looks useful. I'll take a look at that tomorrow, right now I'm near fainting from exhaustion... thanks for the help though ^^
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 7:55 am

All right, I checked it out, but it really doesn't tell me how to solve my problem. I'm using this http://cs.elderscrolls.com/constwiki/index.php/How_To_Create_New_Re-Textured_Items as a reference for making re-textures, but going by that method, wouldn't I have to make a copy of the original mesh in order to get a separate armor with my textures? How can I work around this?
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BEl J
 
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Post » Sat Feb 19, 2011 5:26 am

In oblivion there is no way around this as far as I know. I think this is one of the reasons that they added texture sets to fallout 3. :shrug:

There are a lot of retexture mods and I believe they all retexture the mesh and upload it.
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Christine Pane
 
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Post » Fri Feb 18, 2011 9:12 pm

Isn't that illegal? <_< I mean, that's what has me the most worried, and I don't want the first mod I upload to be removed and get my account banned because of it.
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Jaylene Brower
 
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Post » Fri Feb 18, 2011 11:21 pm

Well if you take a look at other texture swaping mods its what they have done. I don't think Bethesda minds, since its the only way.
Its what we all have been doing for years now.

If you want concrete answers you can always ask a moderator.
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Amy Smith
 
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Post » Sat Feb 19, 2011 3:02 am

Okay... um, how do I do that? :3
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Jaylene Brower
 
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Post » Sat Feb 19, 2011 7:43 am

Look for a thread that's been locked (they lock them at 200 posts so there should be several if you go back a few pages)
then find the post of the Mod who locked it.
Go to there profile (click there name) and hit the send me a message button.
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 4:33 am

Okay, I'll do that. Thanks for your help, and for putting up with my newbish self. ^^
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helen buchan
 
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Post » Sat Feb 19, 2011 9:42 am

Let me know what they say since I'm somewhat curious as to the official position.
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Chelsea Head
 
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Post » Fri Feb 18, 2011 9:37 pm

Right, I got the reply, so I think I somehow understand how it works now:

Rohugh said:
======================================================================
You can do it, but if you release the mod it has to be dependant of the user having KotN loaded. If they don't then they are using assets from a game that they haven't got the license for.
======================================================================


So basically, uploading the mesh shouldn't be a problem so long as you can't use the mod without the official plugin. I found this kinda strange since you could easily rip off the meshes and use them to make your own, non-KotN-dependent plugin with only a basic understanding of the CS, but I suppose it's okay then... :shrug:
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*Chloe*
 
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Post » Sat Feb 19, 2011 1:08 am

SO its all good as long as your plugin file is dependent on KotN.
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natalie mccormick
 
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Post » Sat Feb 19, 2011 11:23 am

Okaay, um... I tried the bit-flip method and turned the Knights.esp into a master file. I made a plugin that adds the armor to the game, with Oblivion.esm and Knights.esp as the registered masters. Problem is, when I created the plugin, it copied the data from the Knights.esp, resulting in the possibility to play my mod even without Knights.esp active.
*sigh* :facepalm: What am I doing wrong?

*EDIT* Actually, scratch that. Even without my plugin, the game registers the content of KotN, though it doesn't load the resources so the equipment is invisible. Does this have anything to do with me having Oblivion GotY edition?
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Kira! :)))
 
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Post » Sat Feb 19, 2011 11:11 am

Hmm... is this (1) supposed to be literally nothing but a retexture, meaning you get the Crusader armor as normal through Kot9 and it looks different, or (2) a separate piece of armor that happens to use the same model but is obtained by other means?

If it's (1), why bother with a plugin at all? Just put your files in the textures/ and meshes/ folders as overrides with the original file names. If the user doesn't own Kot9, they'll just have some useless files sitting there doing nothing.
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Helen Quill
 
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Post » Sat Feb 19, 2011 8:21 am

(1) is already in function. I have uploaded the re-texture on tesnexus simply because I could not make the plugin dependent on KotN. I am aiming for (2), but even following the online tutorials I haven't been able to make my plugin KotN-dependent. Heck, the stuff from KotN shows up in my game even without the Knights.esp active, though like I said the equipment isn't visible.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 2:21 am

Have you actually edited anything from Kot9? If there are no override records, the master might not actually be necessary... I'd change something from Kot9, then change it back (the record will still be marked as edited), and see if that creates a proper dependency.
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Glu Glu
 
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Post » Sat Feb 19, 2011 1:01 am

Tried that just now, still no difference. :cry: Though I wonder if it's something with my game, or my computer. I downloaded a mod that adds a separate re-textured set of the crusader armor (Path of Darkness), which supposedly is dependent on KotN. I could play through the added quest and get the new crusader set even without the Knights.esp active.
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Beth Belcher
 
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