Lesson Two: Seperating Objects in a Mesh and Getting your Mesh in GameThis is a featured page

Stuff you'll need:

A copy of NifSkope, which can be found here: http://niftools.sourceforge.net/wiki/NifSkope
A multi-object mesh (that is, a mesh with more than one piece in it. This will become more clear later)

Making the Mesh

To start, let's open up our mesh:

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For this demonstration, I've chosen the Champion Light Armor because it has tons of objects to play with.

Now we have to decide which parts we want in our new mesh. Why not make some boots so you can wear those fashionable spiky boots with other stuff?

With this mesh, it's easiest to delete all the pieces you don't want. We're keeping the boots and feet (since they'll need to be there or your character will be feetless!). Select an object you don't want anymore and right-click the NiTriShape (or NiTriStrips) branch, then go to Block, Remove Branch.

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It's gone!

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Do this with everything you don't want to keep. You should end up with just the items you're wanting in your new mesh.

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Now that you've got what you want, save it as a new file. Also, make sure to remember where you saved it to! It must be under the \meshes directory, but other than that, anywhere is fair game. I've saved mine to \meshes\armor\championlight\m\boots.nif

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Getting Our New Mesh Ingame

Open up the TESCS and either load the mod you're wanting this to be included in, or load up Oblivion.esm to make a new mod. I'll be adding this to one of my random stuff mods. Don't forget to set your esp as the active file if you're adding this to an existing mod!

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Once you've got everything selected, click OK.

Since this is adding to the ChampionLight set, I'll be using that set as the base for it. You can do whatever you like, even create a new armor set.

First, I go to the Armor category in the Object Window and select ChampionLight.

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Since mine is based off the Champion Light Armor, I'm going to edit that entry to create my new object. Please follow this part very closely, because we are not going to save it over the Light Raiment!

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1. Change the Editor ID.
2. Change the name of the object to reflect what your mesh is.
3. If there's a script there you don't want, change it to NONE or whatever script you're wanting on the armor.
4. Change the Weight, Health, AR, and Value to more sane numbers since this is only a piece of the larger object. You can also change or remove the Enchanting at this time as well.
5. Make sure checkbox for Playable is selected. Also, sine these are boots, we wont be needing that Hide Amulet check.
6. Under Biped Object, select only the body parts or objects that this replaces. Since these are boots, only Foot should be selected.

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We're almost there! Now you need to change the Biped Models for the new mesh. We only edited the male version, so we only need to change that. If you want to go back through and make a female version of the boots, go for it! Just follow the same process but instead, open the female version at the beginning.

Under Male, click on Biped Model. In the menu that pops up, select your new mesh and hit OK.

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Note that you may need to hunt a bit for your mesh, so I hope you remember where you saved it!

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Once you've got everything setup in the Armor window how you like, hit OK. This box will pop up once you do:

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Select "Yes". This is very important as you want your new object to have a new ID.
Now your new object is all setup nice in your esp :) Make sure to save!
Notice that we didn't change the ground mesh, so if you place it somewhere, it will have the same ground mesh as the original Raiment. You can select a new ground mesh, or make one yourself, but that's not in the scope of this tutorial ;)
If you want to test your new mesh in game, you can drop it in the testinghall cell and then go look for it when you launch your game.


Kikaimegami
Kikaimegami
Latest page update: made by Kikaimegami , Oct 31 2007, 10:40 PM EDT (about this update About This Update Kikaimegami Edited by Kikaimegami

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