[HELP] Importing Oblivion Clothing mod into Skyrim?

Post » Fri May 18, 2012 6:35 pm

Ok, I have Oblivion, though that is irrelevent to the fact I am using a mod and not Vanilla Textures. Anyways, I took a clothing mod and tweaked some of the Clothes to look like Captain Zaraki Kenpachi's robes, to fit with the Bleach Overhaul conversion mod now for Skyrim.


However, without the construction kit, and the ability to to just transfer it through and edit it as it is GIMP, how do I the clothing fitting around the Skyrim bodies and successfully into the game? It's already been done on mods before, as I have seen. But the question is, how did they do that? I would really like to finish this. please, help would be amazing!
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phil walsh
 
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Post » Fri May 18, 2012 9:49 pm

I'm not sure, but I would guess you could just replace something with it. Such as 'Steelarmor.nif' or whatever. re-name your Kenpachi robe to 'steelarmor.nif' (i doubt thats the actual name, just using it as an example) then all steel armor in the game *should* look like that. Only thing I can think of, without a CS.
edit: i guess its CK now? Creation Kit, instead of Construction Set? or are people still saying CS anyways? lol...
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jessica sonny
 
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Post » Fri May 18, 2012 7:41 pm

You don't "fit clothes around Skyrim bodies".
You fit the clothing mesh to the skeleton structure in Skyrim.
If you are taking a clothing .nif from Oblivion, there is a few things you need to do before that mesh can be used in Skyrim. You have to edit the mesh in a 3D program. In a nutshell:
Import .nif into 3D program
"Debone" the mesh
Edit the mesh itself to match a Skyrim mesh.
Rig the mesh to the Skyrim skeleton.
Export msh into correct .nif format
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RAww DInsaww
 
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Post » Fri May 18, 2012 10:42 pm

You don't "fit clothes around Skyrim bodies".
You fit the clothing mesh to the skeleton structure in Skyrim.
If you are taking a clothing .nif from Oblivion, there is a few things you need to do before that mesh can be used in Skyrim. You have to edit the mesh in a 3D program. In a nutshell:
Import .nif into 3D program
"Debone" the mesh
Edit the mesh itself to match a Skyrim mesh.
Rig the mesh to the Skyrim skeleton.
Export msh into correct .nif format


I am starting to realize this. I Also have come to realization, that 3d max is apparently the only modeling program that reads Skyrim's specific meshes? hmmmm. .. .I might just make this easier by editing a skyrim mesh itself. . . ..well. . Once I get 3d max, I'll find out xD. Ugh. . . I am so used to Blender.
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Samantha Jane Adams
 
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Post » Fri May 18, 2012 6:05 pm

Ok, I already know about the replacing an existing armor or clothing or weapon with either a custom model or import, however, I am curious about exactly how to add a new item, without replacing and without the CK. On this basis, I obviously understand that the current models in-game are easily accessible through the console commands, although, what I am curious about is how is it registered into the console in the first place? Is that a procedure that only can be done through the CK?

Because, one could simply copy and existing model from the game, replace the model with the import or custom mesh, mold it, and fit it to the skeleton, e.c.t., then rename the copied model to what you wish. However, that's where I get stuck?

What other process would involve getting this newly added item into the Console with it's own ID, so I can just type it up in-game and acquire my item, without replacing any existing item? Or is that only applicable through the CK?
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Sarah Knight
 
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