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	<title>TESA Library</title>
	<link>http://www.invision.tesalliance.org/forums/index.php?app=tutorials</link>
	<pubDate>Fri, 10 Sep 2010 03:03:27 +0000</pubDate>
	<ttl>1800</ttl>
	<description>Tutorials from all available categories.</description>
	<item>
		<title>Blender - Custom Helmets for Oblivion</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/35-blender-custom-helmets-for-oblivion/</link>
		<description><![CDATA[This is a very basic tutorial to show you how to take a custom helmet model and get it into Oblivion.<br />
<br />
This tutorial assumes the following:<br />
<ul class='bbc'><li>You are somewhat comfortable <a href='http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro' class='bbc_url' title='External link' rel='nofollow external'>navigating in Blender</a>.<br /></li><li>You know how to create <a href='http://www.blender.org/education-help/video-tutorials/modelmateriallight/' class='bbc_url' title='External link' rel='nofollow external'>UV Maps in Blender</a>.<br /></li><li>You know how to <a href='http://cs.elderscrolls.com/constwiki/index.php/How_To_Add_Objects_For_Sale' class='bbc_url' title='External link' rel='nofollow external'>create items for sale</a> in the Construction Set.</li></ul><br />
Related items not covered in this tutorial:<br />
<ul class='bbc'><li>Creating an EGM file to allow the helmet to conform to odd-shaped faces (Conformulator Tool)<br /></li><li>UV Mapping<br /></li><li>Model creation and design<br /></li><li>Full helmets vs Open-faced helmets<br /></li><li>Creating plugins to place the item(s) in the game.</li></ul><br />
I use the following versions which seems to work well together:<br />
<br />
<a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>Blender 2.45</a>, Python 2.5.1, Blender NIF Scripts 2.3.3, NifSkope 1.0.6, PyFFI 0.10.9<br />
<br />
<a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>Blender 2.46</a>, Python 2.5.2, Blender NIF Scripts 2.3.3, NifSkope 1.0.6, PyFFI 0.10.9<br />
<br />
Steps to get a custom helmet in-game with Blender:<br />
<br />
<ul class='bbcol decimal'><li>Open a blank view in Blender<br /></li><li>Import the <a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>Full Human Male Topless Import-Ready Body</a> NIF<br />
<strong class='bbc'>Scale Correction = 10<br />
Import Animation<br />
Realign Bone Tail + Roll<br />
Send Bones To Bind Position</strong><br /></li><li>Press CTRL + 1 to align the body looking at you.  Place the 3D cursor at the forehead and Add --&gt; Mesh --&gt; Icosphere, Subdivision = 3, Radius = 1<br /></li><li>Adjust the sphere to look like a hat placed on his head.<br /></li><li>Add a UV Map and point it to any old PSD/DDS file that also has a normal map (this is purely for test).  I used the iron helmet files.<br /></li><li>Select the Sphere, Press F9, Add Modifier, Armature, type "Scene Root" in the Ob field and press ENTER (do not click Apply)<br /></li><li>With the sphere still selected, press and hold SHIFT and right-click the skeleton (easiest at the fingertips)<br /></li><li>Press CTRL + P, Parent to Armature, Don't Create Vertex Groups<br /></li><li>Select just the Sphere, Press F9, Click the "New" button under Vertex Groups and type "Bip01 Head" where the name "Group" exists and press ENTER.<br /></li><li>With the Sphere still selected, change from Object Mode to Weight Paint mode.<br /></li><li>In the Paint tab, change Opacity from 0.200 to 1.00 and proceed to paint every bit of that sphere changing it from a dark blue to a solid red color.  This is best done in a zoomed out view which makes painting everything quick (be sure to rotate it around to catch all sides).<br /></li><li>When done, change from Weight Paint mode to Object Mode.<br /></li><li>Select the Skeleton and press F9, then the "X-Ray" button, then the "Envelope" button, then the "Draw Names" button.<br /></li><li>Change from Object Mode to Pose Mode.  Grab the "Bip01 Head" bone and move it around and press ESC to cancel the change.  If you saw any part of the sphere remain in-place while the rest of it moved around, you missed painting at least one vertex.  Keep trying until the entire object moves.<br /></li><li>Change from Pose Mode to Object Mode.<br /></li><li>Select and delete each part of the body/skin until only the Sphere and Skeleton remain.<br /></li><li>Press A until both the skeleton and sphere are highlighted and export to NIF<br />
<strong class='bbc'>Oblivion<br />
Export Skin Partition<br />
Flatten Skin<br />
Smoothen Inter-Object Seams<br />
Stripify Geometries<br />
Force DDS Extension<br />
Export Geometry Only (.nif)<br />
Scale Correction: 10.00<br />
** Ignore Collision section on the right **</strong><br /></li><li>Open the NIF in NifSkope<br /></li><li><a href='http://cs.elderscrolls.com/constwiki/index.php/How_To_Fix_Hard-Coded_Texture_Paths_in_NIF_Files' class='bbc_url' title='External link' rel='nofollow external'>Adjust the Texture paths</a> if necessary to point to the correct DDS files.<br /></li><li>Select the Scene Root (0 NiNode), Select Spells --&gt; Optimize --&gt; Remove Bogus Nodes<br /></li><li>Select the Scene Root (0 NiNode), Select Spells --&gt; Sanitize --&gt; Adjust Link Arrays<br /></li><li>Select the Scene Root (0 NiNode), Select Spells --&gt; Sanitize --&gt; Check Links<br /></li><li>Save the NIF and close NifSkope<br /></li><li>Place the NIF file in your Oblivion&#092;Data&#092;Armor folder and load up the Construction Set, Open an Iron Helmet, change the form ID, change the model to your new model and leave the world model and icon alone.  Click OK and create a new object.<br /></li><li>Place the object somewhere in the gameworld (Testing Hall) or in a <a href='http://cs.elderscrolls.com/constwiki/index.php/How_To_Add_Objects_For_Sale' class='bbc_url' title='External link' rel='nofollow external'>vendor chest to make it for sale</a>.  Save the plugin and test it out.</li></ul>]]></description>
		<pubDate>Thu, 12 Aug 2010 16:30:46 +0000</pubDate>
		<guid isPermaLink="false">35</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender - How to Import / Export Armor</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/34-blender-how-to-import-export-armor/</link>
		<description><![CDATA[Name: Blender: Import / Export Armor<br />
Date: 6/14/2008<br />
Requirements: Blender 2.46+, Blender NIF Scripts 2.3.3+, Python 2.5.2+, PyFFI 0.10.9+, Full Human Male and Female Topless Import-Ready Body<br />
Source: <a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>http://www.tesnexus....le.php?id=12248</a><br />
<br />
<strong class='bbc'>Description</strong><br />
<br />
This small tutorial will show you how to import a Bethesda armor model into Blender and set it up properly so it can be exported to a working NIF file ready for use in-game.<br />
<br />
Look at each image in sequence to understand the process of importing, configuring and exporting an armor model that ships with Oblivion.<br />
<br />
All required files can be found at the "Source" location above.<br />
<br />
<br />
<strong class='bbc'>Details</strong><br />
<br />
35 Images in PNG (Portable Network Graphics) format.<br />
<br />
<strong class='bbc'>General Steps of the Tutorial</strong><br />
<br />
1. Import Oblivion Steel Cuirass<br />
2. Delete imported skeleton<br />
3. Save and close Blender<br />
4. Open model, import new skeleton<br />
5. Attach skeleton (armature) to each piece of the cuirass<br />
6. Save and export NIF<br />
<br />
<strong class='bbc'>Tools Used</strong><br />
<br />
Blender - <a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>http://www.tesnexus....le.php?id=12248</a><br />
NifSkope - <a href='http://niftools.sourceforge.net/wiki/NifSkope' class='bbc_url' title='External link' rel='nofollow external'>http://niftools.sour...t/wiki/NifSkope</a><br />
Paint Shop Pro - <a href='http://www.paintshoppro.com/' class='bbc_url' title='External link' rel='nofollow external'>http://www.paintshoppro.com/</a><br />
WindowCapture - <a href='http://www.tesnexus.com/downloads/file.php?id=7396' class='bbc_url' title='External link' rel='nofollow external'>http://www.tesnexus....ile.php?id=7396</a><br />
<br />
<strong class='bbc'>Images</strong><br />
<br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415938.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 1</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415925.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 2</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415911.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 3</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415895.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 4</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415875.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 5</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415857.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 6</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415840.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 7</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415823.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 8</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415807.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 9</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415792.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 10</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415781.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 11</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415761.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 12</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415746.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 13</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415729.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 14</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415715.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 15</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415699.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 16</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415685.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 17</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415667.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 18</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415648.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 19</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415627.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 20</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415611.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 21</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415597.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 22</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415583.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 23</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415565.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 24</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415548.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 25</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415532.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 26</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415512.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 27</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415496.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 28</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415480.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 29</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415462.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 30</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415444.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 31</a> - Press A to select everything before Save/Export.<br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415428.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 32</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415413.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 33</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415396.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 34</a><br />
<a href='http://www.tesnexus.com/imageshare/images/128909-1213415377.jpg' class='bbc_url' title='External link' rel='nofollow external'>Step 35</a>]]></description>
		<pubDate>Thu, 12 Aug 2010 16:24:30 +0000</pubDate>
		<guid isPermaLink="false">34</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender - Shortcut Tips</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/33-blender-shortcut-tips/</link>
		<description><![CDATA[Here are some tips I thought I'd share that I find myself using on a regular basis.<br />
<br />
<strong class='bbc'>TAB </strong>= Quickly switch between Object and Edit mode.<br />
<strong class='bbc'>Z </strong>= Quickly switch between solid and wireframe view.<br />
<strong class='bbc'>SHIFT + Z </strong>= Quickly switch between shaded and wireframe view.<br />
<strong class='bbc'>ALT + Z </strong>= Quickly switch between textured and wireframe view.<br />
<strong class='bbc'>Numpad . </strong>= Center view / rotation axis and zoom in on selected object.<br />
<strong class='bbc'>Numpad 1 </strong>= View Standard Front.<br />
<strong class='bbc'>CTRL + Numpad 1 </strong>= View Standard Back.<br />
<strong class='bbc'>Numpad 3 </strong>= View Stanard Right.<br />
<strong class='bbc'>CTRL + Numpad 3 </strong>= View Standard Left.<br />
<strong class='bbc'>Numpad 7 </strong>= View Standard Top.<br />
<strong class='bbc'>CTRL + Numpad 7 </strong>= View Standard Bottom.<br />
<strong class='bbc'>1 </strong>= View Layer 1.<br />
<strong class='bbc'>2 </strong>= View Layer 2.<br />
<strong class='bbc'>SHIFT + 1</strong> = Add/Subtract View Layer 1 to current visible layers.<br />
<strong class='bbc'>SHIFT + 2</strong> = Add/Subtract View Layer 2 to current visible layers.<br />
<strong class='bbc'>M, 1, ENTER</strong> = Move selected object to layer 1.<br />
<strong class='bbc'>M, 2, ENTER</strong> = Move selected object to layer 2.<br />
<strong class='bbc'>CTRL + 1</strong> = Add Subsurf modifier to selected object, set at level 1.<br />
<strong class='bbc'>CTRL + 2</strong> = Add subsurf modifier to selected object, set at level 2.<br />
<strong class='bbc'>L</strong> = Select all connected verts when mouse is over a vert in Edit mode.<br />
<strong class='bbc'>ALT + Right-Click</strong> = Loop Select all verts based on vert selected in Edit mode.<br />
<strong class='bbc'>G</strong> = Grab.<br />
<strong class='bbc'>G, X</strong> = Grab and move along the X axis.<br />
<strong class='bbc'>G, Y</strong> = Grab and move along the Y axis.<br />
<strong class='bbc'>G, Z</strong> = Grab and move along the Z axis.<br />
<strong class='bbc'>G, X, 1, ENTER</strong> = Grab and move along the positive X axis by 100 Blender units.<br />
<strong class='bbc'>G, X, -2, ENTER</strong> = Grab and move along the negative X axis by 200 Blender units.<br />
<strong class='bbc'>S</strong> = Scale.<br />
<strong class='bbc'>S, 2, ENTER</strong> = Scale selected object 2 times larger than current size.<br />
<strong class='bbc'>S, .5, ENTER</strong> = Scale selected object 1/2 than current size.<br />
<strong class='bbc'>R</strong> = Rotate.<br />
<strong class='bbc'>7, R, 180, ENTER</strong> = Rotate selected object 180 degrees from the top view.<br />
<strong class='bbc'>3, R, -90, ENTER</strong> = Rotate selected object negative 90 degrees from the side view.<br />
<strong class='bbc'>B</strong> = Block select in Edit mode.<br />
<strong class='bbc'>B, B, Left-Click</strong> = Block select using paint brush.<br />
<strong class='bbc'>B, B, Scroll Wheel</strong> = Adjust size of block select paint brush.<br />
<strong class='bbc'>B, B, Middle-Click</strong> = Block de-select using paint brush.<br />
<strong class='bbc'>SHIFT + D</strong> = Duplicate object.<br />
<strong class='bbc'>SHIFT + D, X</strong> = Duplicate object and move along the X axis.<br />
<strong class='bbc'>SHIFT + D, Z</strong> = Duplicate object and move along the Z axis.<br />
<strong class='bbc'>ALT + D</strong> = Duplicate a linked object (edit one will edit all)<br />
<strong class='bbc'>ALT + D, X</strong> = Duplicate a linked object and move along the X axis.<br />
<strong class='bbc'>SHIFT + C</strong> = Reset 3D cursor back to the 0,0,0 axis.<br />
<strong class='bbc'>ALT + Right-Click</strong> = Show object pick list if multiple objects are under the mouse pointer.]]></description>
		<pubDate>Thu, 12 Aug 2010 16:22:48 +0000</pubDate>
		<guid isPermaLink="false">33</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender - How To Make Swords With Scabbards</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/32-blender-how-to-make-swords-with-scabbards/</link>
		<description><![CDATA[Name: How To Make Swords With Scabbards<br />
Date: 8/29/2008<br />
Requirements: Blender and the fundamentals of using Blender<br />
Source: <a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>http://www.tesnexus....le.php?id=12248</a><br />
<br />
Please download the file called "<strong class='bbc'>Sword Scabbard Tutorial</strong>" that is attached to this <a href='http://www.tesnexus.com/downloads/file.php?id=12248' class='bbc_url' title='External link' rel='nofollow external'>Blender</a> page which contains the examples files mentioned in this tutorial.<br />
<br />
Software used in this tutorial:<br />
<ul class='bbc'><li>Blender 2.47<br /></li><li>Python 2.5.2<br /></li><li>Blender NIF Scripts 2.3.7<br /></li><li>PyFFI 1.0<br /></li><li>NifSkope 1.0.12</li></ul><br />
<strong class='bbc'>DESCRIPTION</strong><br />
<br />
This tutorial will step you through the process of how to create a sword with a functioning scabbard.<br />
<br />
It has been asked many times on how to create custom scabbards because the process is tricky.<br />
<br />
Currently, it is not possible to create a 100% custom mesh with a working scabbard.  If you export it directly from your 3D application and try to make it work in-game, it won't happen.  The NIF structure can look identical to a vanilla weapon but there is something that is not yet known that prevents us from doing this.<br />
<br />
The process to make this happen is to arrange our model so that it matches the expected structure, export to NIF and copy the parts of the model on top of a vanilla weapon that already has a scabbard (completely replacing the original models)<br />
<br />
<strong class='bbc'>TUTORIAL</strong><br />
<ul class='bbcol decimal'><li>Create your sword model<br /></li><li>Create your sword's scabbard model and rename the object to Scb:0<br /></li><li>Create a UV Map for your model and add a material with the appropriate settings and attach an image to it<br /></li><li>See example file called "<strong class='bbc'>MySword1.blend</strong>"<br /></li><li>Add an "Empty" and rename the object to Scb<br /></li><li>Select your scabbard, then Shift+RightClick the Scb empty and press CTRL + P, Make Parent<br /></li><li>If it was done correctly, you can grab the scabbard and move it around with an attached line always pointing to the Scb empty object and the Scb does not move<br /></li><li>If the parenting is messed up, select both objects and press ALT + P to clear the parent then try to re-create the parent relationship again<br /></li><li>See example file called "<strong class='bbc'>MySword2.blend</strong>"<br /></li><li>Select all objects and export to NIF such as MySword_WIP.nif<br /></li><li>On the export to NIF screen, make sure the following settings are made:<br />
- Oblivion button is depressed<br />
- Smoothen Inter-Object Seams is depressed<br />
- Stripify Geometries is depressed<br />
- Force DDS Extension is depressed<br />
- Export Geometry + Animation (.nif) is depressed<br />
- Weapon button is clicked (does not stay depressed)<br />
- Metal is depressed<br />
- Solid is depressed<br /></li><li>See example file called "<strong class='bbc'>MySword_WIP.nif</strong>"<br /></li><li>Take a vanilla sword such as the Steel Longsword (longsword.nif) and copy / rename it to MySword.nif and treat this as your template and end-result file<br /></li><li>See example file called "<strong class='bbc'>SteelLongsword.nif</strong>"<br /></li><li>Use NifSkope to open MySword.nif and delete both NiTriStrips but take care not to delete the Scb NiNode (this is the special scabbard container)<br /></li><li>See example file called "<strong class='bbc'>SteelLongsword_Template.nif</strong>"<br /></li><li>Open a new NifSkope window and load MySword_WIP.nif and Copy Branch the NiTriStrip called "Scb:0" which is your scabbard mesh<br /></li><li>Switch to your MySword.nif, select the NiNode called Scb and then Paste Branch which should put your scabbard mesh under the Scb NiNode<br /></li><li>Switch to your MySword_WIP.nif and Copy Branch the remaining NiTriStrips one at a time and paste them into MySword.nif at the Scene Root<br /></li><li>Save MySword.nif and delete MySword_WIP.nif since it is no longer needed<br /></li><li>We need to specify this weapon as a BackWeapon or SideWeapon.  Right-Click on the NiNode called Scene Root and choose Node --&gt; Attach Extra Data --&gt; NiStringExtraData<br /></li><li>Change the value of NiStringExtraData to "BackWeapon" for a 2-handed claymore or "SideWeapon" for a 1-handed sword (for scabbards, you had better use "SideWeapon")<br /></li><li>Select the NiNode called Scene Root and from the NifSkope menu, click Spells --&gt; Sanitize --&gt;  Reorder Blocks<br /></li><li>Save MySword.nif and exit NifSkope<br /></li><li>See example file called "<strong class='bbc'>MySword.nif</strong>"<br /></li><li>You might need to make adjustments to the collision model or create custom collision and if you do, you would also copy the bhkCapsuleShapes from your WIP file to replace the same objects in your target NIF file</li></ul>]]></description>
		<pubDate>Thu, 12 Aug 2010 16:20:42 +0000</pubDate>
		<guid isPermaLink="false">32</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender - Weapons with Multiple Collision Objects</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/31-blender-weapons-with-multiple-collision-objects/</link>
		<description><![CDATA[Blender Version: 2.46<br />
Blender NIF Scripts Version: 2.3.3<br />
PyFFI Version: 0.10.9<br />
NifSkope Version: 1.0.10<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Add a cylinder collision model for the length of the sword (normally the handle and blade)</strong></span><br />
<ul class='bbcol decimal'><li>Place the 3D cursor at 0,0,0 by pressing Shift + C and press 1 to set your view to the Front.<br /></li><li>Press SpaceBar --&gt; Add --&gt; Mesh --&gt; Cube<br /></li><li>Press F9 (Editing View), change the Mesh (ME) and Object (OB) name from "Cube" to "Cylinder"<br /></li><li>Press F7 (Object View), change Drawtype from "Shaded" to "Bounds" and the dropdown under Draw Extra from "Box" to "Cylinder"<br /></li><li>Press 3 (Right View), press R, 90, ENTER which will rotate the cylinder 90 degrees and should match the handle fairly close.<br /></li><li>Press TAB for edit mode and adjust the edges of the box so they closely cover the handle and possibly even the blade if it is straight enough.  Be sure not to deform the box such as only moving one vertex...must move entire sides of the box along the x, y or z plane by selecting the verts and starting the grab mode and selecting a axis to move on (example: g, y, move mouse)<br /></li><li>Press TAB to exit edit mode and with the collision model still selected, press F9 (Editing View) and click the button called "Center New" in the Mesh panel.<br /></li><li>Press F4 (Logic View), click "Actor", "Dynamic", "Rigid Body"<br /></li><li>Change Mass from 1.00 to 25.00 (or however many pounds you think the object should weight.<br /></li><li>Change Radius from 1.00 to 0.2 (or whatever the max size of the object radius is)<br /></li><li>Click "Bounds" and "Cylinder" should already be selected.<br /></li><li>Click "Add Property", change "Float" to "String", change Name from "prop" to "HavokMaterial", add "HAV_MAT_METAL" and press ENTER.<br /></li><li>Press A to deselect all objects.</li></ul><br />
<strong class='bbc'><span class='bbc_underline'>Add a cylinder collision model for the width of the sword (normally the crossguard)</span></strong><br />
<br />
NOTE: This keeps it from rolling down a hill like a coke can.<br />
<ul class='bbcol decimal'><li>Place the 3D cursor at 0,0,0 by pressing Shift + C and press 1 to set your view to the Front.<br /></li><li>Press SpaceBar --&gt; Add --&gt; Mesh --&gt; Cube<br /></li><li>Press F9 (Editing View), change the Mesh (ME) and Object (OB) name from "Cube" to "Cylinder.001"<br /></li><li>Press F7 (Object View), change Drawtype from "Shaded" to "Bounds" and the dropdown under Draw Extra from "Box" to "Cylinder"<br /></li><li>Press press R, 90, ENTER which will rotate the cylinder 90 degrees and should match the crossguard fairly close.<br /></li><li>Press TAB for edit mode and adjust the edges of the box so they closely cover the crossguard.  Be sure not to deform the box such as only moving one vertex...must move entire sides of the box along the x, y or z plane by selecting the verts and starting the grab mode and selecting a axis to move on (example: g, x, move mouse)<br /></li><li>Press TAB to exit edit mode and with the collision model still selected, press F9 (Editing View) and click the button called "Center New" in the Mesh panel.<br /></li><li>Press F4 (Logic View), click "Actor", "Dynamic", "Rigid Body"<br /></li><li>Change Mass from 1.00 to 25.00 (or however many pounds you think the object should weight.<br /></li><li>Change Radius from 1.00 to 0.2 (or whatever the max size of the object radius is)<br /></li><li>Click "Bounds" and "Cylinder" should already be selected.<br /></li><li>Click "Add Property", change "Float" to "String", change Name from "prop" to "HavokMaterial", add "HAV_MAT_METAL" and press ENTER.<br /></li><li>Press A to deselect all objects.<br /></li><li>Press Ctrl + W to save your model.<br /></li><li>Press A to select all objects.<br /></li><li>Click File, Export, NetImmerse/Gamebro (*.nif,*.kf)<br /></li><li>Type an appropriate name such as CustomSword.nif and click "Export NIF/KF"<br /></li><li>Set the following options on the NIF Export screen:<br />
<ul class='bbc'><li>Click the "Oblivion" button (if not already set)<br /></li><li>Click the "Weapon" button on the top-right<br /></li><li>Scale Correction: 10.00<br /></li><li>Depressed: Export Geometry Only (.nif)<br /></li><li>Depressed: Force DDS Extension<br /></li><li>Depressed: Stripify Geometries<br /></li><li>Depressed: Smoothen Inter-Object Seams<br /></li><li>Depressed: Metal<br /></li><li>Mass: 25.00 (or however many pounds it should be)<br /></li><li>Depressed: Solid<br /></li><li>Depressed: Use bhkListShape</li></ul><br /></li><li>Exit Blender<br /></li><li>Open your exported NIF with NifSkope<br /></li><li>Click the Render menu and make sure "Draw Havok" is enabled.<br /></li><li>Click the View menu and make sure the following are enabled: Block List, Block Details, Show Blocks in Tree<br /></li><li>Expand NiNode --&gt; bhkCollisionObject --&gt; bhkRigidBody --&gt; bhkShapeList<br /></li><li>Select each bhkCapsuleShape and adjust the Radius value as necessary to size the object correctly<br /></li><li>Save the model and close NifSkope</li></ul><br />
<br />
When adding a HavokMaterial, you can use various settings depending on your situation but here are the most common options (type of material and sound it will give off when dropped)<ul class='bbc'><li>HAV_MAT_STONE<br /></li><li>HAV_MAT_GLASS<br /></li><li>HAV_MAT_METAL<br /></li><li>HAV_MAT_ORGANIC<br /></li><li>HAV_MAT_WOOD<br /></li><li>HAV_MAT_HEAVY_STONE<br /></li><li>HAV_MAT_HEAVY_METAL<br /></li><li>HAV_MAT_HEAVY_WOOD<br /></li><li>HAV_MAT_CHAIN</li></ul>]]></description>
		<pubDate>Thu, 12 Aug 2010 16:19:17 +0000</pubDate>
		<guid isPermaLink="false">31</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender Video - Adding Textures</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/30-blender-video-adding-textures/</link>
		<description><![CDATA[Blender tutorial showing how to add textures to a model and then configure it properly for export to NIF format.<br />
<br />
Experience Level: Beginner<br />
<br />
Overview:<br />
<ul class='bbc'><li>Model preparation<br /></li><li>Create Material<br /></li><li>Add Textures<br /></li><li>Assign Texture to UV Map<br /></li><li>Export to NIF<br /></li><li>Adjust materials and DDS Path</li></ul><br />
Download the Hi-Res version in WMV format at <a href='http://www.tesnexus.com/downloads/file.php?id=27099' class='bbc_url' title='External link' rel='nofollow external'>TESNexus</a><br />
<br />
Lo-Res version on YouTube:<br />
[media][media]http://www.youtube.com/watch?v=k4pr3J45ESo[/media][/media]<br />
<br />
<span style='color: #FFFF00'>TRANSCRIPTION</span><br />
<br />
Welcome to another Blender video tutorial by LHammonds.<br />
<br />
Today, we are going to learn how to attach a texture to a model which will export properly to NIF format.<br />
<br />
First, let's clear the scene and add a new model that has no texture.<br />
<br />
Now split the viewing screen and select the UV Image Editor window type.<br />
<br />
Let's edit and scale the model (or just zoom in) so we can see it.<br />
<br />
Now let's unwrap the model to the UV Layout window. Note that this method is just a quick fix for the tutorial and will yield a very poor end-result.<br />
<br />
Let's add a new material and give it a name.<br />
<br />
Click the TEXTFACE button and set the colors to white, black, white.<br />
<br />
On the texture tab, add a new texture and name it whatever you like...this name will not export.<br />
<br />
Make sure MAP INPUT is set to UV and NOT Orco.<br />
<br />
Click the Texture button and set the texture type to IMAGE.<br />
<br />
Click the LOAD button, find your texture image.<br />
<br />
With the UV selected, pick the newly loaded image which will apply it to the UV window.<br />
<br />
Change the model draw type to TEXTURED to see the texture applied to the model.<br />
<br />
You are now ready to export to NIF format.<br />
<br />
Click the Oblivion button to reset all prior choices if necessary and set your options that best fit your model.<br />
<br />
Once exported, open the newly created NIF file in NifSkope.<br />
<br />
Make sure your view is in tree mode. Expand the list until you see the material settings and adjust the colors to the standard white, white, black, black or as desired.<br />
<br />
Modify the path to the texture to match your settings such as adding "Textures&#092;Armor&#092;MyMod&#092;"<br />
<br />
Save the NIF to a new filename and you are done with this tutorial.]]></description>
		<pubDate>Thu, 12 Aug 2010 16:16:54 +0000</pubDate>
		<guid isPermaLink="false">30</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Blender Video - Convex Collision</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/29-blender-video-convex-collision/</link>
		<description><![CDATA[Blender tutorial showing how to add convex collision to a multi-object shield and then configure it properly for export.<br />
<br />
I have used Convex Collision for Helmets, Shields and armor ground meshes which is what Bethesda normally used them for.<br />
<br />
Experience Level: Beginner to Intermediate<br />
<br />
Overview:<br />
<ul class='bbc'><li>Model preparation<br /></li><li>Create Collision<br /></li><li>Configure Collision<br /></li><li>Export</li></ul><br />
Download the Hi-Res version in WMV format at <a href='http://www.tesnexus.com/downloads/file.php?id=19739' class='bbc_url' title='External link' rel='nofollow external'>TESNexus</a><br />
<br />
Lo-Res version at YouTube:<br />
[media][media]http://www.youtube.com/watch?v=thhE70Quu-A[/media][/media]]]></description>
		<pubDate>Thu, 12 Aug 2010 16:14:51 +0000</pubDate>
		<guid isPermaLink="false">29</guid>
		<creator>LHammonds</creator>
		<category>15</category>
	</item>
	<item>
		<title>Oblivion: Creating Compatibility Patches</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/</link>
		<description><![CDATA[You're enjoying your romp through the game, admiring the scenery to a new mod you just installed. Everything seems to be going fairly well, you haven't run into any issues and nothing seems out of place. That is, until you round the corner and come upon the following scene:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_52912.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
You think to yourself "this doesn't look right", and you'd be correct. You have a cottage square in the middle of your awesome new Unique Landscapes area. Come to think of it, you recognize this cottage, sort of, then it hits you. "That's Emma's Bravil Bridge Cottage! It never used to look quite this cluttered before!" Again, you'd be right. Emma's cottage sat on a nice pristine piece of land with nothing much around it. Until Bravil Barrowfields came along. Not to mention, a bit of further exploring nearby reveals some large rocks covering over Emma's dock. It looks like you need a patch.<br />
<br />
This is a rather common problem when using a lot of mods. Anyone who is an avid fan of the Unique Landscapes series of mods can attest to the vast number of patches that have already been generated. With this tutorial, I'll try and lay out the basics of what Vorians and I face each time one of these patches needs to be created. This patch for Emma's Bravil Bridge Cottage will be a decent example of one of the less complex patches.<br />
<br />
<strong class='bbc'><span class='bbc_underline'>Planning</span></strong><br />
<br />
The first thing that needs to be done is to get a feel for the scope of the project. The best way to do that, while you're already at the location needing a patch, is to take screenshots of the affected area. The one I presented above is from the back side of the cottage and illustrates most of the issues needing correction. For purposes of making this a bit clearer, I went ahead and shot the following:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_252301.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
Using the in-game console "tcl" command, I was able to orient myself directly over the cottage. I've circled the more obvious places needing work. Several objects are clipping into the house, and if you were to walk around its perimeter, you'd see that several objects are mostly buried behind the cottage's walls as well.<br />
<br />
Since it helps to know exactly what you're trying to work around, I've also taken the following shot from within the TES Construction Set with only Emma's mod loaded:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_202021.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
As you can probably guess, Bravil Barrowfields adds a huge amount of stuff in the immediate area. Note in Emma's CS shot that none of the walls, fencing, vineyard wiring, fort ruins, trees, rocks, and even the landscape itself are present.<br />
<br />
So with this in mind, you need to make sure you have the following tools:<br />
<br />
* The TES Construction Set, version 1.2.404. Using the older CS may lead to problems.<br />
* A copy of TES4Edit, version 2.5.3 or later.<br />
* A copy of Wrye Bash. You can substitute TES Gecko here, provided you know what you're doing with it.<br />
<br />
If you are not reasonably familiar with these tools, then patching mods is not something you should be undertaking as it requires an intermediate to advanced knowledge of landscape modding and object manipulation, as well as mod de-isolation and the use of the ESM flag. <br />
<br />
<strong class='bbc'><span class='bbc_underline'>Getting Started</span></strong><br />
<br />
Open up your copy of Wrye Bash, and find the mods in question in your load list. For best results, be sure your list is sorted by load order, as this is critical to get things right. Highlight the two mods to be worked on, you can ctrl-click to select more than one at once. Then, as show, right-click and select ESMify Self.<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_113069.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
After clicking on it, when you unhighlight the mods, their names will be listed in blue. This tells you they're ready to be treated as masters in the CS.<br />
<br />
<strong class='bbc'><span class='bbc_underline'>The Construction Set</span></strong><br />
<br />
Open the CS, and locate the two mods. Checkmark the boxes to load them. You will not be able to tell it to treat either one as active, this is normal. Allow the CS to load. If you get any errors during the process, click the "Yes to all" button to continue. Errors when dealing with overlapping mod files is normal.<br />
<br />
Bring yourself to the affected area you intend to work on. In  our case here, cell 13,-9 in the Tamriel worldspace. You should be presented with something resembling this:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_256469.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
Make an over all mental note of things now that you can see them all laid out in the CS. Some aspects of the clash might be fitting if kept. Others might not. Also try to keep a general philosophy in mind: Touch as little as possible. The main goal is to be as non-disruptive to the scene as you can and not to spread changes to more than is absolutely necessary.<br />
<br />
Get comfortable. There's lots to be done here.<br />
<br />
The most obvious order of business will be to clear away objects that are too close to the cottage, such as some of the vine trellises, plants, clutter barrels, and other small items.<br />
<br />
You should periodically remember to save your work. The CS can be somewhat picky even with normal mods, but with patch mods it presents a special pickiness that causes more crashes than usual. Don't lose hours of work because you forgot until the end, because you may not get the chance.<br />
<br />
While working, take note of any doors, XMarkers, Map Markers, Oblivion gates, etc. These are generally persistent objects and <em class='bbc'>cannot be moved</em> once their locations are visited. They become permanently fixed in place in the saved game. So any patch work to be done absolutely should not move a persistent object. If you find that this is not feasible, it is best to seek help from someone more familiar with ways of getting around this. You should avoid at all costs the urge to use a script to reposition such objects in the patch file as ANY scripted changes ALSO become permanent in the saved game. You can safely move door markers (the semi-transparent yellow rectangular objects with the pink/purple arrow) if the need arises.<br />
<br />
NEVER DELETE A PERSISTENT OBJECT! This can cause untold disruption in the user's game! Oblivion does not handle deletion of persistent objects well under any circumstances, even with normal mods. The game can become unstable and crash when those objects are not present. There are methods for getting around problems like this, but they're best left for a more advanced tutorial since it involves a solid working knowledge of TES4Edit to make it happen.<br />
<br />
Returning to the job at hand, you will probably find it helpful to disable the display of tree leaves and to have landscape borders turned on.<br />
<br />
With the initial work done, my results are already a substantial improvement:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_251786.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
I've removed many plants from the immediate surroundings, removed the fort ruin chunk that clashed with the cottage, removed trellises that collided into the walls, and removed some barrels and brick wall pieces. Two large rocks covering the dock have also been deleted. I moved the tree that was intersecting the well into a new position. I've been careful to avoid moving the cottage itself, and the little garden troughs that are up against it. I did not need to move the door markers either. Fortunately no persistent objects in this area need to be moved, so that's one less headache to deal with.<br />
<br />
There's one other aspect that needs to be considered though. Is the cottage sitting directly over anything?<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_32517.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
In this case, yes, the cottage is obscuring some additional plants and more brick wall pieces. These will also need to be deleted. in general, anything rendered invisible due to burial like this that is not critical to the scene should be removed to help game performance. These objects get rendered by the game engine whether you can see them or not.<br />
<br />
The next logical step is to check for objects that <em class='bbc'>are</em> critical to the scene which might have been buried by changes in land height. In the case of Emma's mod, the dock she added along the shore has been partially buried under a bit of raised land. Using the landscape tool on its smallest radius, that needs to be lowered carefully until the dock looks normal again. In the process, a rowboat next to it will emerge. If the landscape can't be shaped precisely enough to leave it in place, then it should be moved a little bit until it can be.<br />
<br />
Now comes the general landscape repairs. There may or may not be tearing along the cell borders to consider. In this case, none is visible on inspection. There may also be some adjustments to make in general land height within the work area. Since landscape is winner-take-all, all height, texturing, and vertex shading for this project was provided by Bravil Barrowfields. So some restoration of Emma's work is needed. Start by making sure that the land height in the work area is satisfactory. There should ideally be no jagged bumps or unusual sloping, or half buried objects. Fortunately, it appears as though land height adjustments have already been dealt with at the dock.<br />
<br />
Once you're satisfied with any height adjustments in the landscape, the next step is to correct any obvious texture flaws. In this case, two things should stand out:<br />
<br />
* Emma's mod left green grass all around the cottage. Some of which should be restored.<br />
* There was a cobblestone path leading in from the main road to the front door which needs to be restored.<br />
<br />
While restoring the land texturing, don't panic if you're painting grass and you end up with what looks like ugly mud. The CS has a bug when there are 9 textures in use in a cell. It displays the wrong one while you're working but it is applying the correct one to the file. Since painting grass in this case involves covering underneath a building, I've chosen to use a grass texture that does not cause the game to generate tall grass.<br />
<br />
After painting textures, fixing any out of place vertex shading should be done. Fortunately not much of that needs to be done in this example, other than to surround the house with it.<br />
<br />
With the landscaping done, here are the results so far:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_94281.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
There is one final phase necessary before work in the CS is finished: Path grids. Like landscape, path grids are winner-take all. Since Bravil Barrowfields loaded as the second file, its path grid choices took prescedence. So there's going to be some problems to correct.<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_36415.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
Fortunately, not as bad as it could be. There is only one not so obvious path node that <em class='bbc'>must</em> be dealt with and that's the one under the house. Unfortunately deleting it severs part of the grid, so I'll add some new nodes to reconnect it and to provide for better pathing around the cottage, so that any NPCs and creatures in the area can get around here.<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_126946.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
With the pathing fixes done, and everything looking satisfactory at this stage, it's time to exit the CS. Don't forget to save, would be a shame to lose all this nice work, right?<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Cleanup With TES4Edit</strong></span><br />
<br />
The CS is a somewhat erratic beast. It can leave unwanted edits in even the simplest of mods in places you'd hardly expect. These edits that get left behind can lead to compatibility issues with other mods. This is especially bad if you performed one of the big no-nos at some point, such as hitting "compile all" believing it would only compile your scripts from your mod. The result is actually far worse, your mod saves untouched copies of <em class='bbc'>every script in the game</em> when this happens.<br />
<br />
Worse still, objects deleted by the CS that might end up being edited by another mod later in your load order causes the infamous "crash-on-exit" bug. Or it can leave Oblivion hung indefinitely when trying to quit. It is therefore important to understand that nearly <em class='bbc'>all</em> mods need some form of cleanup in order to correct this.<br />
<br />
This is by no means a problem exclusive to Oblivion. It existed in Morrowind as well, and a number of mod cleanup utilities were created for the purpose. TES4Edit and TES Gecko are the two primary tools that are capable of mod cleaning for Oblivion, with TES4Edit being vastly more reliable for this purpose. Sadly, this problem also extends into Fallout 3, where FO3Edit (same program as TES4Edit, different filename) is the only tool available for the job.<br />
<br />
Patch mods add to this frustration because the CS was never intended to work with ESPs editing each other's content. So the problem of unwanted (dirty) edits is even greater. Which is where the next step in creating this patch comes in: Fixing the CS bugs so your users don't complain that the patch you just built to solve one compatibility issue causes a dozen others in far flung areas of the game.<br />
<br />
There are two schools of thought on how to handle cleaning a patch file. Those who will go with what TES4Edit finds and removes as part of the automated process, and those who take the extra step of manually inspecting every change made to weed out addition unwanted edits - stuff the automated process won't remove. Also known as "wild" edits.<br />
<br />
For purposes of this guide, I'm going to go through the manual removal method. Which is also a good illustration of why cleaning in general is needed, as you'll be able to see what dirty edits look like before they're removed.<br />
<br />
So let's open up TES4Edit now. Find the patch file that was just saved, and double click on it. TES4Edit will automatically pick up the two parent mods as it loads. When it gets done loading, the fun begins.<br />
<br />
Expand the file tree in the left window pane, it should resemble this:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_68058.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
Keep in mind, the actual working area of the patch that was just made: Cell 13,-9, and cell 13,-8. Something should be immediately obvious right off the bat. There are edits for cell 13,-12, 20,-17, and 20,-14 included. These particular cells have no data branches below them, and are highlighted in green, indicating they are identical to the data in the plugin's master files. If you click on each one, note what the display on the right side does. These identical cell records need to be removed. This is done by right-clicking on them from the left window pane, then telling TES4Edit to remove each one.<br />
<br />
In doing so, you should notice that "Sub-Block 2, -3" and "Sub-Block 2, -2" are now dangling with no data branches. Those need to be removed as well. The results should look like this:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_2711.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
The next step is to expand the remaining branches. Once you do, you'll see this:<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_230121.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
The ones that just read as "Placed Object" with no further data listed are the various things that were deleted while in the CS. Then there are some additional green on yellow edits for rocks and a couple of plants. Finally, the orange on red (bad color scheme) edits for landscape and path grids. All of these are legit, so you should keep them.<br />
<br />
Remembering what was said earlier about deleted objects, these need to be fixed so they don't induce crashes and/or instability during play. The only way this is possible is through the use of the automated "Undelete and Disable" process. Visit the <a href='http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide' class='bbc_url' title='External link' rel='nofollow external'>CS Wiki</a> topic on mod cleaning, and skip down to Section 2. Follow the instructions for setting the filter. Once the filter is done, ONLY perform the step for undelete+disable. This should be step 13 in the instructions there. The "Remove 'Identical to Master' records" part has already been done manually above for this patch. It's a good idea to come back to the CS Wiki page on this subject later as the cleaning guide is very thorough and explains in detail why cleaning is necessary. Do not let anyone tell you it isn't, because that person doesn't know what they're talking about.<br />
<br />
Once you're done with the undelete process, go ahead and close TES4Edit, and let it save the results.<br />
<br />
<strong class='bbc'><span class='bbc_underline'>Finishing Up</span></strong><br />
<br />
Fire up Wrye Bash again, and select both of the original mods as before. This time instead of ESMify Self, select ESPify Self. Failing to do this last step will result in loading the game and finding your world in chaos with missing land squares and other assorted issues.<br />
<br />
Activate your new patch in your load order, rebuild your Bashed Patch if you use one, and re-run TES4LODGen to update the VWD data for the game.<br />
<br />
<strong class='bbc'><span class='bbc_underline'>Enjoying the Fruits of Your Labor</span></strong><br />
<br />
So now that you've gone to all this trouble, it's time to see the results. Load the game and travel to Emma's cottage. Take a walking tour of the area. Make sure nothing got missed. Soak in how much better it all looks now that it's not chaos incarnate.<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_277352.jpg' alt='Posted Image' class='bbc_img' /><br />
<img src='http://www.invision.tesalliance.org/forums/uploads/1280466453/gallery_9_21_272276.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
<strong class='bbc'><span class='bbc_underline'>Final Thoughts</span></strong><br />
<br />
Hopefully this guide has proven useful to those wanting to learn to build mod patches. This particular pair of mods is one of the simpler patches that has been done. It involved very little in the way of object deletion and only some very minor landscape and path grid work. Many patches are a good deal more complex than this and cover a lot more area. Some of the truly nasty ones involve patch work for combinations of mods, such as the one for Cloudtop Mountains, Ravenview Village, and the Mimics mod. Or such beasts as the patch for Let the People Drink, UL: Imperial Isle, New Roads & Bridges, and Open Cities. Yes, a 4-way patch, which one might imagine is quite a bit of work to manage.<br />
<br />
As with all things, practice makes perfect. The more patches you end up needing to build, the easier the process becomes, and the faster you can start churning them out. Done properly, compatibility patches enhance your game in their own special way.<br />
<br />
Astute observers might note the presence of an extra log in the overhead shots. That log is from TIE, and just happened to be right on the edge of the work space. Fortunately editing in the area did not result in the log being left in an awkward position, but it does illustrate just how crowded things are getting in Cyrodiil.]]></description>
		<pubDate>Fri, 30 Jul 2010 08:15:40 +0000</pubDate>
		<guid isPermaLink="false">28</guid>
		<creator>Arthmoor</creator>
		<category>9</category>
	</item>
	<item>
		<title>Shared Normalmaps</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/27-shared-normalmaps/</link>
		<description><![CDATA[<span style='font-size: 21px;'><span class='bbc_underline'><span class='bbc_center'><span style='color: #FFFF00'>Shared normalmaps</span></span></span></span><br />
<br />
<strong class='bbc'>This tutorial requires some basic understanding about normalmaps.</strong><br />
<br />
<strong class='bbc'><span style='color: #FFFF00'>Description:</span> </strong><br />
<br />
This is some general and in my opinion very useful information on how to use the same normalmap for different textures. This goes mainly for textures that make color variations of the same item (for example a bronze colored steel cuirass). I know from experience that many beginning and even some more experienced texturers aren't aware of the possibility to let the bronze version use the same normalmap as the vanilla steel cuirass texture. This means a great reduction in filesize, which is always a good thing. <br />
<br />
<strong class='bbc'><span style='color: #FFFF00'>How does it work?</span> </strong><br />
<br />
As we know most textures (DDS files) have their own normalmap. If we take a look at the steel armor texture folder <em class='bbc'>(textures&#092;armor&#092;steel&#092;m) </em>for example we see a cuirass.dds and a cuirass_n.dds. As we know the "_n" suffix stands for the normalmap. <br />
<br />
Now let's say that we have created our bronze colored version of the steel cuirass: everything is the same except for the color.<br />
To make our bronze version use the same normalmap as the vanilla steel cuirass we need to put it in the same folder as the steel cuirass: <em class='bbc'>textures&#092;armor&#092;steel&#092;m.</em> We also need to name our bronze version properly: we use the vanilla name and add an underscore to it, followed by a name we choose. So it would be something like: cuirass_bronze.<br />
 <br />
The files in our folder should look something like this:<br />
<br />
<img src='http://i164.photobucket.com/albums/u15/StarX_GFX/SteelCuirasssharednormalmap.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
By using this method you can create as many color variations as you want without having to make a normalmap for each single version. Easy isn't it?  <img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/thumbup.gif' class='bbc_emoticon' alt=':thumbup:' /> <br />
<br />
<strong class='bbc'><span style='color: #FFFF00'>Example</span></strong><br />
<br />
Here's an example of how I made use of this method for two of my katanas:<br />
<br />
I made a Red Dragon texture:<br />
<br />
<img src='http://i164.photobucket.com/albums/u15/StarX_GFX/KatanaDragon_Red.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
And a Green Dragon texture:<br />
<br />
<img src='http://i164.photobucket.com/albums/u15/StarX_GFX/KatanaDragon_Green.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
And of course the normalmap:<br />
<br />
<img src='http://i164.photobucket.com/albums/u15/StarX_GFX/KatanaDragon_n.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
And this shows how they share the same normalmap: <br />
<br />
<img src='http://i164.photobucket.com/albums/u15/StarX_GFX/ScreenshotSharedNormalmap.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
Note that in this case both textures have an underscore with their colortone behind it. <br />
<br />
I hope this little tutorial was useful. As I'm not a native English speaker there could be some grammar mistakes, but I think that most people will understand the above.<br />
<br />
Cheers,<br />
<br />
StarX]]></description>
		<pubDate>Thu, 01 Jul 2010 22:47:41 +0000</pubDate>
		<guid isPermaLink="false">27</guid>
		<creator>StarX</creator>
		<category>14</category>
	</item>
	<item>
		<title>Adding Spells via Items!</title>
		<link>http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/26-adding-spells-via-items/</link>
		<description><![CDATA[Hi all! This is first tutorial, so go lightly on me! <img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/aa_biggrin.gif' class='bbc_emoticon' alt=':D' /><br />
<br />
Today, I will be teaching a very useful, very easy script. The goal of this lesson is to teach you how to add a spell (or any other item) by picking up an item. Before attempting this tutorial, you should have basic knowledge of scripting. If you are brand-new to scripting, please check out <a href='http://www.invision.tesalliance.org/forums/index.php?/topic/831-class-1-the-basics-of-oblivion-scripts/' class='bbc_url' title='External link' rel='nofollow external'>WillieSea's Scripting class!</a> <br />
<br />
To start off, fire up the CS, and load Oblivion.ESM.<br />
Since this script depends on an object, we need to make an object. For this tutorial, I will be using a Crystal Ball. <br />
<br />
Locate the item "CrystalBall01" (found in Items&gt;MiscItem&gt;Clutter&gt;MagesGuild), Right click it, and select edit. Change the ID to something you can remember, i chose "aavLemBall." Once you have the ID changed, click OK and when the CS prompts you to create a new form, click yes.<br />
<br />
Now we need to create a new spell. If you are doing scripting already, you should know how to create a basic spell, so go ahead and make one. For reference, I called my spell "aavLemSpell"<br />
<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/aa_smarty.gif' class='bbc_emoticon' alt=':smarty:' /> <span style='color: #FF0000'>Smarty Says:</span> When making any new objects, for any mod, use a prefix for the ID. For example, I use "aavLem" on ANY item, spell, script, etc., on anything I make in the CS. Another way is to use something that relates to your mod, for example, WillieSea's Ancient Towers mod. All the items/spells/scripts he made all start with "ancient." This makes it easier to find the stuff that you added to the game, when you load your mod.<br />
<br />
<br />
Once you have your object made, and your spell made, we can actually get onto the script!! <img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/aa_biggrin.gif' class='bbc_emoticon' alt=':D' /><br />
<br />
Open up the script editor. Now give your script a name, and remember, Prefixes!!<br />
<pre class='prettyprint'>
scn aavLemBallScript
</pre><br />
<br />
Now, we want our script to run when the player receives an item. So for that we would use:<br />
<pre class='prettyprint'>
scn aavLemBallScript

Begin OnAdd player
</pre><br />
Once we attach this script to our object, this script will run every time the player picks up the item.<br />
<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/aa_smarty.gif' class='bbc_emoticon' alt=':smarty:' /> <span style='color: #FF0000'>Smarty Says:</span> Remember, the script will run EACH time the player picks up the item. So if you do not want the "OnAdd" part to run twice, make the item unique, and one of a kind.<br />
<br />
<br />
<img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt=':cool:' /> <span style='color: #FF8C00'>WillieSea says:</span> Now we have our foundation, let's add the actual script. The 'Begin OnAdd' will allow us to check if the player is obtaining, or dropping the item. The 'if' will only ensure the player has the appropriate item before it will 'execute' the code contained within the 'if' structure.<br />
<pre class='prettyprint'>
scn aavLemBallScript

Begin OnAdd player

     if (player.GetItemCount aavLemBall == 1)
</pre><br />
<br />
The game will now add the spell, because the player has the ball in his inventory. To add the spell, you use "player.addspell XXXXX"<br />
<pre class='prettyprint'> 
scn aavLemBallScript

Begin OnAdd player

     if (player.GetItemCount aavLemBall == 1)
          player.addspell "aavLemSpell"
          ;You might even want to throw in a message.
          message "You have learned a new Spell"
     endif
end OnAdd
</pre><br />
<br />
That wraps up the part of the script that adds the spell. To take away the spell, you just reverse the script!<br />
<br />
<pre class='prettyprint'>
scn aavLemBallScript

Begin OnAdd player

     if (player.GetItemCount aavLemBall == 1)
          player.addspell "aavLemSpell"
          ;You might even want to throw in a message.
          message "You have learned a new Spell"
     endif
end OnAdd

Begin OnDrop player

     if (player.GetItemCount aavLemBall == 0)
          player.removespell "aavLemSpell"
          message "You have forgotten a spell"
     endif
end OnDrop
</pre><br />
<br />
Save it, and the script is now <span class='bbc_underline'>complete</span>!!  <img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/laugh.gif' class='bbc_emoticon' alt=':lol:' /> <br />
All that is left to do, is attach your script to the object. To do that, locate your object (The crystal ball, in my case) in the Object Window, and edit it. In the "script" drop-down menu, select your script, and click OK.<br />
<br />
Add a way for the player to obtain the object, and you are done!<br />
<br />
<br />
I hope my bad grammar made sense, and I also hope you are 1% smarter from reading this. Thank-you <img src='http://www.invision.tesalliance.org/forums/public/style_emoticons/default/aa_biggrin.gif' class='bbc_emoticon' alt=':D' />]]></description>
		<pubDate>Sat, 19 Jun 2010 22:38:38 +0000</pubDate>
		<guid isPermaLink="false">26</guid>
		<creator>Lemon</creator>
		<category>11</category>
	</item>
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