Modding Skyrim with TESSnip and Nifskope

Post » Sat May 19, 2012 6:58 pm

I have to admit I don't really know what I'm doing with the nif.xml, I couldn't find a vercond in the section for PackedNiTriStripsShape so I simply replaced every vercond in the xml with the line you suggested. That may be completely wrong, but it didn't cause more bugs, neither did it help.

I've got one more question not directly related to the new nif structure. I replaced the mesh of the 'ambient eagle' (the birds you see circling in the sky sometimes) with an animated cliffracer from my Sheogorad mod. That works fine (the cliffracer shows up with textures and moves along the same path as the eagle would), however the wing flap/head/tail movement animations of my Cliffracer don't work and I can't find the error. The cliffracer has a skin instance and is rigged to a few bones. The bones do animate in game (tested that by applying a mesh to a bone directly), but the cliffracer does not. So it seems to be a problem with the rigging/skin instance. In Nifskope everything looks fine. If anyone would be kind enough to look at it, http://www.mediafire.com/file/ia7yjlu228s67er/Cliffracer.nif is the nif.

EDIT: Oh, and of course the cliffracer with all its animations did work in Oblivion, so it's not messed up by default already.

http://www.mediafire.com/?l5gklh7knqagrxx, May want to not release this until we get the CK and you can give it Destruction Data ! as everyone who sees a Cliffracer wants to KILL a Cliffracer :).
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Alan Whiston
 
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Post » Sat May 19, 2012 9:06 pm

http://www.mediafire.com/?l5gklh7knqagrxx, May want to not release this until we get the CK and you can give it Destruction Data ! as everyone who sees a Cliffracer wants to KILL a Cliffracer :).

...or rather cower in fear and mad memories, screaming hystericly and jumping off the next rock...
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marie breen
 
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Post » Sat May 19, 2012 6:13 pm

lets say i have 2 id's 01234567 and 01234568. Ref 01234567 needs to ref 01234568. Should i set the formd to 00234568 or 01.....?
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Curveballs On Phoenix
 
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Post » Sat May 19, 2012 9:26 pm

Actually, that's not entirely true. We've decoded this a bit more:
bit 7 (hex 0x80) in the TES4 record header is the 'isLocalized' flag. If this flag is True (which it is in Skyrim.esm and Update.esm), then this tells the engine that any field of type 'lstring' (aka, localized string) should be a 4 byte number referencing the string entry in the .DLSTRING, .ILSTRING, and .STRINGS files for that mod. If the flag is False, it means that any field of type 'lstring' should be a zero-terminated string. Also, those string files can be packed into BSA's as well, so it's a [censored] to look them up if you're doing it with an external program.

The 'lstring' type fields I've found so far are FULL, DESC, RNAM, CNAM, BPTN, DNAM, ALFD, ANAM, TNAM

That makes perfect sense. Thanks - that should make some issues with replacers (ie, replacing esm files) a bit simpler, at least.

@above - use the 01[etc]. Bear in mind that it cannot reference anything in another esp file.
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Phoenix Draven
 
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Post » Sun May 20, 2012 12:31 am

I started over using the first post of thread.

I created a new texture called shield03.dds
Put that texture in ../data/textures/armor/iron/shield03.dds

Duplicated iron shield's .nif and saved it as shield03.nif
Placed that nif in ../data/meshes/armor/iron/shield03.nif

Had nifScope open that nif and changed the texture to shield03.dds
Saved over ../data/meshes/armor/iron/shield03.nif

Heres a look at the layout of TESSnip

Instead of GRUP CONT i used GRUP COBJ (so i can make the item)
Used GRUP ARMO
-- ArmorIronShield formID: original
-- ArmorIronShield2 formID: 01444446
Used GRUP ARMA
-- IronShield2AA formID: 01444448
-MOD2 = Armor\Iron\Shield03.nif

Load Game
See both items on Forge list
Both look different in Inventory (one has original texture, other has new texture)

While in 3rd or 1st person view when switching between the 2 items...
They both look like the original texture

Help please?
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Jah Allen
 
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Post » Sat May 19, 2012 9:08 pm

Anybody with an idea? ^^
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Ria dell
 
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Post » Sat May 19, 2012 7:56 pm

http://www.mediafire.com/?l5gklh7knqagrxx, May want to not release this until we get the CK and you can give it Destruction Data ! as everyone who sees a Cliffracer wants to KILL a Cliffracer :).

http://www.youtube.com/watch?v=-1mdkw5sWeE! May I ask what was wrong with the nif for future reference?

If I replace the cliffracer with the hawk it can already be destroyed if I make a ground model, but I guess cliffracers all over Skyrim would be pretty silly.
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Eileen Müller
 
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Post » Sat May 19, 2012 10:09 pm

http://www.youtube.com/watch?v=-1mdkw5sWeE! May I ask what was wrong with the nif for future reference?

If I replace the cliffracer with the hawk it can already be destroyed if I make a ground model, but I guess cliffracers all over Skyrim would be pretty silly.

I replaced the Shader Blocks because yours would not even render the CR Model in-game for me, after that I altered the BSX flags to enable Animation.

I altered a couple other things related to Rendering within the Shader Flags but nothing huge as the model was already working properly after the first two changes.

----

Cliffracers within the mountainous areas around the eastern edge would be fine.

Might think about converting it to a real creature at some point updating the model/textures and creating animations so a dragon can eat them.
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Josh Trembly
 
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Post » Sat May 19, 2012 12:19 pm

Saiden, have you seen http://www.thenexusforums.com/index.php?/topic/478244-playing-as-a-dog-in-skyrim/ thread? I figured that it would up your alley if you haven't been playing with this already.
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Queen
 
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Post » Sat May 19, 2012 3:59 pm

If someone wants to add a camera node to the dragon model(s) I can whip up a Script Dragon plugin to do the set race back and forth (so it'd give you a "transform" hotkey basically). I could also have it give you the dragon based shouts for the duration of the transformation (I could set it up so you could configure the race, and/or have multiple hotkeys for different races). I was thinking of doing a "Lich Form" type thing that turns you into a dragon priest and buffs your stats some.
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Mariaa EM.
 
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Post » Sun May 20, 2012 2:16 am

Saiden, have you seen http://www.thenexusforums.com/index.php?/topic/478244-playing-as-a-dog-in-skyrim/ thread? I figured that it would up your alley if you haven't been playing with this already.

Yeah I noticed the SetRace Command functionality about 10 seconds after first transforming into a WW :), very interesting and I already plan on an entire spell series expansion for Alteration based solely on Transformation and several custom animations I will create to fill out alot of the missing ones.
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T. tacks Rims
 
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Post » Sat May 19, 2012 12:19 pm

Thought I posted the link in the readme but maybe not. You can download a zip or get it from https://github.com/figment/tesvsnip. Original source code is available on sourceforge somewhere.
Found both Thanks ;)
Now my issue is that I don't know of what exact version you created the branch,
but I'll probably find out ... but should you have the SVN version you created it from I would appreciate it ;)

Current SVN version: 685
branches/ 685 11 months kaburke Added trace info.
tags/ 112 2 years gfreeman14094 Create a tag for the 0.9.15 code
trunk/ 137 23 months timeslip Show missing master/corrupt plugin warnings in the load order report even if the…

Anyway I'm gonna see If I can merge your changes into the latest version (will probably have to do a ton of work to do so but gonna try anyway).

If I succeed I'll post to it here.

Yours truly
Zilvereyes
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vanuza
 
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Post » Sun May 20, 2012 12:17 am

Don't have anything of substance to add to this thread other tha to say Jaysus, you are a better man than I am.. I am just going to wait for the CS, full nifSkope support, and Blender support before I do anything... if I do anything at all depending on this Workshop business...
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StunnaLiike FiiFii
 
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Post » Sun May 20, 2012 1:41 am

Now my issue is that I don't know of what exact version you created the branch,
but I'll probably find out ... but should you have the SVN version you created it from I would appreciate it ;)

Current SVN version: 685
This was what was sitting on my harddrive probably from when FNV was first released. The info from my SVN pull:
https://fomm.svn.sourceforge.net/svnroot/fomm/trunk/flmm/TESsnip
Revision 481 (timeslip's last edit was Revision 105)

Feel free to take my changes and run with them really just added the string editor spell and some form changes for the full string. (and reorganized the folders a little). Probably should have synced again but it looked like little was done for quite a while to it.
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Charlie Ramsden
 
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Post » Sat May 19, 2012 4:41 pm

That makes perfect sense. Thanks - that should make some issues with replacers (ie, replacing esm files) a bit simpler, at least.

@above - use the 01[etc]. Bear in mind that it cannot reference anything in another esp file.

Hmm, I asked this since I made a custom enchantment with id 01234568 and its being referenced by 01234567. The weapon shows up in the console, bu the ENCH does not. Any idea what could have gone wrong? maybe the EDID for the ENCH is too long?
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rolanda h
 
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Post » Sat May 19, 2012 5:56 pm

Out of curiousity... what are the hawks flying around? Are they creatures? Maybe cliffracers could be made into hawk clones if they were... and also effectively be made innocuous too.

For if I find hostile cliffracers in any sort of monster mod, the mod will immediately be uninstalled. :flame:
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Naughty not Nice
 
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Post » Sun May 20, 2012 3:46 am

so last night i meddled a bit with the usual pre CS madness...

heres what i found out:

==============================================================================
porting models without rigging aka statics and weapons, not armor:
===============================================================================

1.
you export the mesh as an *.obj or *.3ds

2.
you open a skyrim mesh of similiar properties, aka a sword if you want to port a sword in nifskope with throttlekitties new nif.xml installed inside your nifskope directory (get it here: http://dl.dropbox.com/u/13576177/NifTools/nif.xml)

3.
select the swords nitrishapenode (make sure its highlighted)

4.
click file->import->import *.obj and select your exported *.obj file
this will overwrite the currently selected nitrishapedata and even keep UVs intact!!! (thx ghogiel)

5.
assign textures and copy paste properties etc as you need, save and done, a gameready mesh :)

==========================================================
getting the item ingame:
==========================================================

1.
open TESSnip, (a tool inside FOMM or fallout mod manager)
(The Hologram was nice enough to post his selfmade version of tessnip for skyrim, give it a try if you like:http://www.mediafire.com/?c1h4hb6lqx73j09

2.
open skyrim.esm

3.
delete everything except GRUP (WEAP) (if your item is a weapon that is), GRUP (CONT) (which are chests and so on)

4.
delete every subentry inside GRUP (CONT) except the one you want to modify or clone, delete every subentry inside GRUP (WEAP) except for those you want to modify or duplicate, preferably one with stats close to your new item

5.
duplicate the one entry in GRUP (WEAP) that you kept, double click it, in the upper right change FORMID to something in hex but also something the game probably did not use yet

6.
while still having your new CONT (WEAP) entry selected, double click EDID (lower left field) and give it a new id, thats not the name just an id inside the CS)

7.
double click MODL and change the path to your new model

8.
doubel click DATA and change the numbers on the lower left to set a price
(dint find out whats damage yet or first person model yet)

9.
now click on the GRUP (CONT) item you kept and in the lower left again select one of the CNTO entries, those are the items inside a chest, select one and hit ctrl+c, select the CONT(whatever i chose) again and hit ctrl+v, thast duplicates that CNTO entry and you got it twice inside your chest now

10.
double click the new CNTO and in the lower right change the FORMID to that FORMID you gave your new item in step 5

11.
click on TES4 at the very top of your esp and uncheck every box!! change unknown 2 to 00000000 and unknown 3 to 0000000f

12.
save your esp, youre done and can now find your stuff ingame inside that chest you put it,
if you put it into a CONT entry starting with "merchant" the merchant using it will also sell your item :)

===============================================================
rigged items mini tutorial and tipps for 3DMax by Ghogiel, The Hologram and RX31:
===============================================================
Mini tut:

1: Delete all the crap in the skeleton.nif that isn't F3 stuff, I just wiped those 2 trees at the bottom, leaving the regular skeleton data and the bones themselves. Change user versions 1&2 to 11 and 34. save.

2: Import into max. Make outfit. skin. add dismember. Export as a F3 nif.

3: Open in nifskope. In this order: In the Nitrishape block details change the num of properities to 0. THEN change the user versions from F3 to Skyrim versions.

4: Open a skyrim nif, copy branch your NitriShape and paste into the root node. steal one of the shader blocks and hook it up to your nitrishape in property link 1. change Unknown Short 1 to 0. change anything in the BSDismemberSkinInstance partitions to match what ever it is.. or not.

5: Profit. http://www.skyrimnex...1321960294.jpg#

AND

http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
Thats why Gamebryo engine is so damn annoying , there isnt a simple export mesh from 3dsmax , put int game , end of the story ... I hate all this nifcrap stuff....
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Mason Nevitt
 
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Post » Sun May 20, 2012 2:02 am

Out of curiousity... what are the hawks flying around? Are they creatures? Maybe cliffracers could be made into hawk clones if they were... and also effectively be made innocuous too.

For if I find hostile cliffracers in any sort of monster mod, the mod will immediately be uninstalled. :flame:

The one posted up above is nothing but ambiance its not a real creature not that we have the ability to do new custom creatures ATM we are missing several bits of information to even get remotely close to doing CC's, not that it matters as you can count on one hand with fingers left over the amount of TES Modders with the skills necessary to create CC's.

You will find the normal Retex's and Altered Meshes in abundance and those are actually able to be made right now, we just lack the CK to properly place them into LL's.

Thats why Gamebryo engine is so damn annoying , there isnt a simple export mesh from 3dsmax , put int game , end of the story ... I hate all this nifcrap stuff....

The lack of an official Exporter/Functioning Updated NifTools Exporters has absolutely NOTHING to do with the .nif format or the Gamebryo Renderer (Yes Gamebryo is a DAMN RENDERER NOT A GAME ENGINE !, not to mention its no longer being used) ..... its use or anything there of and complaining about it changes nothing.
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Kate Murrell
 
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Post » Sat May 19, 2012 4:24 pm

Thats why Gamebryo engine is so damn annoying , there isnt a simple export mesh from 3dsmax , put int game , end of the story ... I hate all this nifcrap stuff....
Five steps are too many? The fact that we can use tools that aren't totally updated to work with Skyrim is still a good thing.

Saiden, Gamebryo's package includes more than the renderer.
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GLOW...
 
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Post » Sat May 19, 2012 3:49 pm

Saiden, Gamebryo's package includes more than the renderer.

I am aware of that but its not a game engine by any stretch of the imagination, its a base and a bit of middleware nothing more.
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Sarah Kim
 
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Post » Sat May 19, 2012 1:36 pm

Some findings and suppositions I've made in my pokings and proddings in 3DS Max...

http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=3219&p=22063#p22063

Basically... *METICULOUS* care must be taken to ensure the vertex indices are identical between the two meshes that comprise the extremes of the weight slider. Do *EXACTLY* the same thing to both meshes.
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Carlos Vazquez
 
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Post » Sat May 19, 2012 5:55 pm

Thanks for sharing, Madcat.
Keep the ball rollin' :cool:
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Cedric Pearson
 
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Post » Sat May 19, 2012 11:19 pm

Ah I finally found this thread. This was the guide thread I was looking for!

I was curious. I'm trying to port a weapon over that was custom made. It's an axe. I'm using an ebony war axe to do the port

Here's the questions I have:

1) Should I click the original Trishape for the ebony war axe before I do the import? When I do it this way it replaces the ebony war axe with the new one, but its translated slightly off balance from the scabbard.
1a) Also, when I import it without clicking and replacing the ebony war axe, for some reason it gets positioned perfectly, but the Ebony war axe remains and I'd have to delete it. Is there any reason one should be done over the other?
2) It I translate the new axe so it fits properly with the ebony scabbard, will that cause problems in game? (I can probably test this myself but I want to know if you guys know by chance.)
2a) I tried doing another model, a sword with its own custom scabbard, but nothing lines up at all. Similar to 2, will there be any problems if I translate the scabbard so it fits correctly?

Thanks again for this guide! It's really gonna help me a bunch.


Edit: I tried porting something in and I got a big exclamation point as a reward...I followed everything and made an esp for the file...any idea what could be wrong?
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Nancy RIP
 
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