How can I learn to mod? It's a wiki by the community, for the community, comprised of all sorts of tidbits and information needed to be able to work the Elder Scrolls Construction Set , which is the main tool used for modding Oblivion. You can also pester the fine folks over at the official Elder Scrolls Forum. Search for:. Oblivion Modding. Please visit our Oblivion modding forums!
Design, development and hosting by Skyline Creative. When it comes to mods, the only difference between the Steam and the retail version is the default directory, and the way OBSE is used. If the mods don't appear in the Data Files when you launch the game, then either the mods are installed to the wrong directory, or it's Windows bltadwin. There's now a vast array of mods that can take the game in many.
By Valde. The goal of this modding guide is to not only introduce you how to install and configure mods to Elder Scrolls IV: Oblivion, but to also provide mods that enhance the experience, dealing with annoying aspects of the game while strengthening the powerful ones.
I hope this has helped you, even though this is not the most detailed tutorial out there, it's a lot more than what I had to start with. Click Here About This Tutorial: I'm writing this tutorial to help everyone out there that has always wanted to bring their own custom race into the world of Oblivion but never knew where or how to start.
It is free to use, but only works if you have a full version of Oblivion installed on your PC. You will spend a lot of time using this. Imaging Software - You will need a program to use for editing your textures. I recommend Adobe Photoshop. Photoshop is powerful for advanced users but newer users may prefer the free alternative program The Gimp.
Nifskope - This is an excellent program for viewing models in 3D and testing out how your textures will apply to them visually. Nifskope has many other additional functions and is a good program to learn more specific aspects of, so check around for other tutorials on it if you're interested.
We will be using what you should already know before starting this type of mod. There are plenty of tutorials already available to teach you the basic skills that you will need. Where to Start Okay, now you have all that, but where do you start? The Race Menu "Okay, so now I have an idea, show me the steps to build my new race!
From here check the Oblivion. You will not need to set an active file as you will be making your own which you will need to load in this method whenever you come back to work on the mod. After a moment or two of loading, the CS will be ready. Body Data - From here you will be able to link to your new models from the neck down , view the hair and eyes that will be available for your race, set the defaults for hair and eyes, and adjust the height and weight of your race.
Face Data - The face is one of the most complex features of your characters. You will be able to browse to new models and textures for all your various face parts here. Facegen Data - This is where you mold your basic race face with the facegen tools as well as see a preview of what the face will look like. Males and Females will be created automatically using special charateristics.
Think of this as a "nuetral" looking face between the sexes. Text Data - This is where you actually name your class and enter a small bit of text describing your race naturally your race should be checked as playable. Reactions - This is your racial dispositions towards members of other races.
Here you can change how much certain races like or dislike your race any race not added will simply remain neautral towards yours. Building the Basic Race Now that you are ready, you will want to create a template race and begin customizing it. Click on the Text Data tab at the top and change the race name as well the EditorID is for your use in the CS, the Text Data name will be what is actually shown in game.
You can also delete the race description section text for now, but remember to come back and add your own description later. Browse through the various tabs and start editing anything else you want change. Now with all that started, we will want to go ahead and save our starter. Preparing Models and Textures For this next section you will need to have all your BSA files unpacked and stored somewhere on your computer. Browse to the Face Data tab and make sure your new models and textures are in their proper directories.
0コメント