Creation Kit (Modder's Resources)

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  • เผยแพร่เมื่อ 2 ม.ค. 2025

ความคิดเห็น • 36

  • @gamerpoets
    @gamerpoets 8 ปีที่แล้ว +28

    Much respect Darkfox. So simple yet I never would have figured it out without this video. Thank you.

    • @Darkfox127
      @Darkfox127  8 ปีที่แล้ว +4

      Glad you liked the video 8)

    • @5226-p1e
      @5226-p1e 2 ปีที่แล้ว

      @@Darkfox127
      do you know if it's possible to make the animated black book texture and apply it to clothing?
      you know when a black book at the end of the apocrypha quest ending, by the black book opens, but it's got this really cool looking texture that is moving like a GIF file.
      anyway i want to know if this texture can be applied to clothing, the word wall in apocrypha is also really cool, i want to see Miraak wearing his robes that have this effect on them, it seems really cool and mysterious and makes his armor seem warded that makes them special.

  • @Morningstar1101
    @Morningstar1101 3 ปีที่แล้ว +2

    I couldn't for the life of me find out why the item was correct when i loaded the .nif but a red exclamation in the render window and I couldn't find the answer online. You've taught me everything I know about modding and I thankyou for explaining things so damn well. (Despite that this video is 6 years old)

  • @BellaDovah
    @BellaDovah 9 ปีที่แล้ว +2

    Thank you so much! I thought I was being dumb for not being able to figure out how to use modders resources. I was panicking that I'd have to add them all one by one too but dragging and dropping is such an easy shortcut!

  • @-TheDogOfWar
    @-TheDogOfWar 4 ปีที่แล้ว +2

    Great tutorial. Thanks again for sending these my way, fox! They really helped me out.

  • @IronBlockGames
    @IronBlockGames 9 ปีที่แล้ว +7

    I had no idea you could drag and drop the mesh's into the CK. That is such a nice short cut.
    So the way I been doing it is I have all my mesh's set up in a folder tree just on my D: drive. In my Data folder I make a new folder in mesh's matching my mods name and move mesh's to it as I plan to use them. For textures I do the same, and edit the nif of the mesh that's moved to fix the texture path.
    It's a lot of work but doing it as you're moving mesh's nothing gets forgotten.
    One thing I wish more resource makers did was put a mark or such in the file name to show what of their mesh's use custom textures. Oaristys does that nicely so you know when you just need to grab the mesh, or if there are custom texture's to look for. That and keep the textures an a reasonable folder. Not say a folder called clutter, or architecture, or textures.

    • @Darkfox127
      @Darkfox127  9 ปีที่แล้ว +1

      +IronBlockGames Thanks for the comment and feedback. Nice to see how others manage their resources and such.

  • @boushkaa3
    @boushkaa3 5 ปีที่แล้ว

    This was really helpful to me as a make a mod for the first time. You probably do do these videos any more, but on the off chance you see this, would you consider making a tutorial on adding new creatures from a modders' resources to the creation kit and then into the level lists/hand place into the world?

  • @js100serch
    @js100serch 6 ปีที่แล้ว +2

    What if I'm dealing with custom enemies?. I want to use "Mihail Monsters and Animals" as Bosses in my MOD. But since they are way more complex than just static meshes I have no idea how to import them into my mod.

  • @False_Death
    @False_Death ปีที่แล้ว

    Thank you for making this video. (: I do have a question though. I am attempting to make particular gear usable from a mod that I'm playing.
    I guess I would be making a patch to allow you to loot and wear these items.
    How would I go about that?
    Do I have to load up the entire mod in my creation kit and modify it from there or can I just make a small mod that overrides the main mod to allow those items to be usable?

  • @4h1i8t0p9er
    @4h1i8t0p9er 8 ปีที่แล้ว +1

    SageThumbs is the coolest thing since sliced bread. Thanks a ton for that one. :)

    • @Darkfox127
      @Darkfox127  8 ปีที่แล้ว +1

      and sliced bread is pretty good stuff.

    • @4h1i8t0p9er
      @4h1i8t0p9er 8 ปีที่แล้ว

      LoL ! Indeed it is !

  • @mellunarttv
    @mellunarttv 8 ปีที่แล้ว +1

    When I add try the new object, when I drag to the cell I get an error and instead of the object what appears to me is a big red "!".

  • @pandupella4271
    @pandupella4271 8 ปีที่แล้ว

    thankyouu for the videos that always being helpful!, i need help about about the drag and drops...
    why i can't find the meshes folder in my windows explorer but when i try to search the model button in creation kit i saw many folders inside it .. i'm using mod organizer.
    so how to drag and drop when i can't find it with my windows expoler ? :'< where to find the meshes with nif inside? i was trying to pit ks hairdos nifs but it's too many to pit it one by one

  • @jazs9882
    @jazs9882 5 ปีที่แล้ว

    Hey dude, you have saved my life on multiple occasions when it come to CK, but there is one thing I can't seem to figure out.
    So for each new mod do you have to re-upload all the resources (textures/meshes/ect.) you want to use even though you already put them into CK? I want to make three house mods, but every time I close and save CK, those resource I put into CK are no longer there. For this I was only clicking the Skyrim.esm and Update.esm, no esp file starting out with a new mod, this means I wasnt saving an esp after getting the resources in, just the esms. I suppose there is the workaround of just duplicating the esp that you originally downloaded all the resources to and than renaming them to make new mods. You could than delete the cells you made your mod on and start a new one with the duplicated and renamed esp, but I feel like there would be a more legitimate way to do this.

  • @deadgum11
    @deadgum11 7 ปีที่แล้ว

    What do you do if the mesh needs a base game texture? Do you have to unpack the texture.bsa files?

  • @indycurt1
    @indycurt1 9 ปีที่แล้ว

    I'm really confused about something in the beginning. First when you were importing the items, you said to first decide where to put them. You had "static" highlighted but not open then you said a word before "click" that I've run back 20 times and still can't make out the word. So do you have to have the static folder open? And what is the word before click? It didn't sound like either right or left click. By the way, I wish I had your genius!

  • @silentslayergaming8469
    @silentslayergaming8469 6 ปีที่แล้ว

    So this is kind of a confusing question but I'll go ahead and ask anyways. I found a modders resource on the old skyrim nexus and I want to use the resource in skyrim special edition for a mod i'm making. Is there anything I have to do to use old resources in the 64 bit client? or is it okay to drag and drop into skyrim special edition.

  • @Centurious365
    @Centurious365 8 ปีที่แล้ว

    How would I go about adding ground textures from modder resources?

  • @SasisaPlays
    @SasisaPlays 5 ปีที่แล้ว

    Can you submit mod with external assets for ps4?

  • @forlorn3778
    @forlorn3778 9 ปีที่แล้ว +2

    Could you make a toutorial for adding 3ds max models into the creation kit please thank you and great vid c:

    • @Darkfox127
      @Darkfox127  9 ปีที่แล้ว

      +GOODNUFF Cosmos_black I'm afraid I have no experience with using 3D modeling programs.

    • @forlorn3778
      @forlorn3778 9 ปีที่แล้ว

      Darkfox127 Darn thanks anyway

    • @mrliberty1776ma
      @mrliberty1776ma 8 ปีที่แล้ว

      +cosmos_black I can help you i can point you in the right direction also I'm going to be making a updated COMPLETE Tutorial on how to upload Advanced Static Meshes to CK & Game Start to Finish with both Convex Collision and Mesh Shape Collision!! d};-}} I'm about 3/4 way done with my " Atlantis : The Lost City " house/city mod as far as 100% Custom meshes are concerned >>>> www.nexusmods.com/skyrim/users/6189645/?tb=images&pUp=1

    • @mrliberty1776ma
      @mrliberty1776ma 8 ปีที่แล้ว

      +cosmos_black First thing I NEED to know is are you already familiar with UV texturing your models and do you have the NIF exporter installed for your 3ds Max???

  • @Centurious365
    @Centurious365 8 ปีที่แล้ว +1

    When I add a resource I get a marker error any ideas?

  • @Паладинрадость
    @Паладинрадость หลายเดือนก่อน

    Это очень полезное видео. Большое спасибо, теперь будет легче всё делать и смогу делать Скайрим намного красивей и интересней 😊😀

  • @Calgron
    @Calgron 9 ปีที่แล้ว

    One question, is there a way in the creation kit where you can change an npc's apparel through a chest in the game?

    • @Darkfox127
      @Darkfox127  9 ปีที่แล้ว

      +JpGonzalez 16 Using some creative scripting you might be able to manage that but it might not be so easy.

  • @gosnell500
    @gosnell500 5 ปีที่แล้ว

    I tried doin this Witt clocks of skyrim but there's no mesh or texture files any idea why

  • @nicklevinsky1339
    @nicklevinsky1339 9 ปีที่แล้ว

    Where do you get these custom .nifs?

  • @Bolisaris999
    @Bolisaris999 6 ปีที่แล้ว

    These cannot be used with SSE (I have tried following your tut but nothing happens when I point the newly created object to the mesh in the folder).
    Is there a way to update these meshes so they can be used in SSE, I have tried putting them through the NifSkope with no real success, please help.

  • @ZyliceLiddell
    @ZyliceLiddell 9 ปีที่แล้ว

    5:58- Useful! :D
    I usually just make a new form of an existing one (with a different name of course.) :P

  • @adamsmith4043
    @adamsmith4043 8 ปีที่แล้ว

    nothing about using others' resources' scripts :(