[Help] Making a mesh invisible?

Post » Mon Jun 18, 2012 3:40 am

Hi,
So I thought I'd start out with a simple house mod, having no idea how to make a new exterior building I thought I would use SVictoriaViciHouse.
However, my problem is moss is included around the house (suited for solitude paths) which I cannot remove. Is there a way to remove this without having mesh programs? I found out how to change it to other skyrim meshes but there didn't seem to be an invisible mesh.
Thanks.
PS: Can someone link me an article onto/explian how to link exterior to interior doors to exterior ones? The creation kit tut hasn't covered it yet.
PS2: How does one go about effectively viewing say the basemant of a multi-storey house with ease?
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Melissa De Thomasis
 
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Post » Mon Jun 18, 2012 8:21 am

Mesh = 3d object, texture = the colors I'm pretty sure

You would need to give it a new texture.

Doors, read harder http://www.creationkit.com/Bethesda_Tutorial_World_Hookup

click in the void, shift + f, + mouse + mousewheel = flycam
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Mashystar
 
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Post » Mon Jun 18, 2012 4:43 am

There's a great tutorial series to cover all the basics of object placement (interior decorating, basic landscaping, linking doors, etc...) http://http://tesalliance.org/forums/index.php?/forum/114-creation-kit-basics/ at TES Alliance.

There's a mod http://skyrim.nexusmods.com/downloads/file.php?id=4771 that removes all the moss you speak of from Solitude by replacing the textures for the moss and clover. The author states in his credits you may use these textures as a resource for your own mod as long as you give him credit, once you learn how to do so. Do a web search for a tutorial on using custom resources in Skyrim, it's pretty easy to do once you have the basics down. :)

Easiest way to view something on the lowest floor of a multi-story interior is to click on anything in the render window in approximately the location you want to zoom in on and press the C key to center the camera on that object. You can shift + LMB to rotate the camera around whatever you have selected.
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Solina971
 
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Post » Mon Jun 18, 2012 4:46 pm

Mesh = 3d object, texture = the colors I'm pretty sure

You would need to give it a new texture.

Doors, read harder http://www.creationkit.com/Bethesda_Tutorial_World_Hookup

click in the void, shift + f, + mouse + mousewheel = flycam

Thanks, regarding the viewing problem I was really looking for some way to make the top 2 floors invisible but this should at least help. I meant textures. I was hoping for a way to remove it using the CK without having to unpack bsa's and require texture software's and such.



There's a great tutorial series to cover all the basics of object placement (interior decorating, basic landscaping, linking doors, etc...) http://http://tesalliance.org/forums/index.php?/forum/114-creation-kit-basics/ at TES Alliance.

There's a mod http://skyrim.nexusmods.com/downloads/file.php?id=4771 that removes all the moss you speak of from Solitude by replacing the textures for the moss and clover. The author states in his credits you may use these textures as a resource for your own mod as long as you give him credit, once you learn how to do so. Do a web search for a tutorial on using custom resources in Skyrim, it's pretty easy to do once you have the basics down. :smile:

Easiest way to view something on the lowest floor of a multi-story interior is to click on anything in the render window in approximately the location you want to zoom in on and press the C key to center the camera on that object. You can shift + LMB to rotate the camera around whatever you have selected.

Hmm thanks, that only seems to remove the wall moss not the paving moss though. Besides I don't want to change anything in solitude.
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Rich O'Brien
 
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Post » Mon Jun 18, 2012 10:54 am

Ok so am I correct:

I need to create an invisible texture using NavMesh.

Unpack the texture BSA, put the new texture in, repack into the BSA...

Then I can use CK to replace the moss texture with the new invisible one?
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Bitter End
 
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Post » Mon Jun 18, 2012 6:23 am

If it is the ground moss you are talking about, the mesh that makes the moss is easily removed with nifSkope.
Unpack svittotiavicihouse.nif to data/meshes/myhousemod/ (or wherever you want to put it; if for some reason you want to put in data/meshes/architecture/solitude, rename it to something else so it doesn't conflict with the vanilla model)
Open the mesh with nifSkope.
Right click on the moss, then Block > Remove Branch, then Save As > ok.
Open the CK, go to Static, right-click on left window, select New, give the model an ID, then click on Model, find your mesh, click OK.
You are done.
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Matt Bigelow
 
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Post » Mon Jun 18, 2012 6:19 am

Well, I thought you meant the moss on the house model itself, not the landscape textures in Solitude, for that I apologize. But here is some additional information:

Using the textures from the mod I linked as a resource means to extract them from the download and use them for your own purposes. They would only affect Solitude if you actually installed the mod, rather than using its resources for your own mod.

Navmeshes are what the game engine uses to determine where NPCs may path (walk, run, etc.), and have nothing to do with textures. To create textures, you need an image editor that is capable of saving .dds files, which are the types of images used by Skyrim, either natively or via a downloadable plugin. Paint.NET is freeware and does it natively, without any additional plugins.

The landscape textures are painted directly onto the landscape. To remove the moss from them, you will need to edit the textures or just use different ones that don't contain the moss. You will then need to create a new landscape texture entry in the CK, and paint the landscape around your house using this new texture.

If I was right the first time and the moss is on the house itself or some other object that is not the actual land, you will need to:

1) Extract the relevant model from the Skyrim - Meshes.bsa
2) Move/Copy it to your own unique folder somewhere in ...Skryim\Data\Meshes
3) Do the same to whatever textures you end up using, either from another mod or ones you make yourself or find on the internet, those go your unique folder somewhere in Skyrim\Data\Textures
4) Open the model in Nifskope, and change the relevant texture paths to use the textures you have chosen
5) Create a new object in the CK to use as your house exterior or whatever other object it is

You should probably do the tutorial stuff before you start using custom resources.

http://cs.elderscrolls.com/index.php/How_to_use_custom_resources is a full tutorial on using resources. It was written for Oblivion, but the process is nearly identical for Skyrim.

Oh, also, you will probably not want to repack anything into the game's original .bsa files. Leave them alone so you always have clean originals to fall back on.
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Lawrence Armijo
 
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Post » Mon Jun 18, 2012 5:20 am

If it is the ground moss you are talking about, the mesh that makes the moss is easily removed with nifSkope.
Unpack svittotiavicihouse.nif to data/meshes/myhousemod/ (or wherever you want to put it; if for some reason you want to put in data/meshes/architecture/solitude, rename it to something else so it doesn't conflict with the vanilla model)
Open the mesh with nifSkope.
Right click on the moss, then Block > Remove Branch, then Save As > ok.
Open the CK, go to Static, right-click on left window, select New, give the model an ID, then click on Model, find your mesh, click OK.
You are done.
Well, I thought you meant the moss on the house model itself, not the landscape textures in Solitude, for that I apologize. But here is some additional information:

Using the textures from the mod I linked as a resource means to extract them from the download and use them for your own purposes. They would only affect Solitude if you actually installed the mod, rather than using its resources for your own mod.

Navmeshes are what the game engine uses to determine where NPCs may path (walk, run, etc.), and have nothing to do with textures. To create textures, you need an image editor that is capable of saving .dds files, which are the types of images used by Skyrim, either natively or via a downloadable plugin. Paint.NET is freeware and does it natively, without any additional plugins.

The landscape textures are painted directly onto the landscape. To remove the moss from them, you will need to edit the textures or just use different ones that don't contain the moss. You will then need to create a new landscape texture entry in the CK, and paint the landscape around your house using this new texture.

If I was right the first time and the moss is on the house itself or some other object that is not the actual land, you will need to:

1) Extract the relevant model from the Skyrim - Meshes.bsa
2) Move/Copy it to your own unique folder somewhere in ...Skryim\Data\Meshes
3) Do the same to whatever textures you end up using, either from another mod or ones you make yourself or find on the internet, those go your unique folder somewhere in Skyrim\Data\Textures
4) Open the model in Nifskope, and change the relevant texture paths to use the textures you have chosen
5) Create a new object in the CK to use as your house exterior or whatever other object it is

You should probably do the tutorial stuff before you start using custom resources.

http://cs.elderscrolls.com/index.php/How_to_use_custom_resources is a full tutorial on using resources. It was written for Oblivion, but the process is nearly identical for Skyrim.

Oh, also, you will probably not want to repack anything into the game's original .bsa files. Leave them alone so you always have clean originals to fall back on.

Thank you very much for your help, I will try tomorrow :)
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Nana Samboy
 
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