(i.e. the cases originally from TData & OData)
You do NOT NEED TO KNOW ANYTHING ABOUT SCRIPTING either!!
A single working display case is made up of 3 files:
a .nif with animations,
a .nif without animation,
and a .kf file.
You ALSO need a script file found in Tamriel_data & OAAB_Data (I copied mine from TData).
For this example I'll be starting with these three files:
s_mus_dCase_01b.nif(contains animations)
xs_mus_dCase_01b.nif(stripped of animations)
xs_mus_dCase_01b.kf(the animation data)
IN NIFSKOPE:
1. Open s_mus_dCase_01b.nif (meshes\sig\o)
2. Save-as with a new file name. For this example I'll use: my_new_case_01.nif
3. Make whatever changes you want & save the file.
4. Do Save-As again, this time call it: xmy_new_case_01.nif (add an x in the front)
5. Now we'll delete two sections of this file. Click once on the line & then press CTRL+Delete:
- NiTextKeyExtraData
- NiKeyframeController (this has 2 items underneath it, using CTRL+DEL will remove all of them which is what you want)
6. Save the file.
7. Navigate to meshes\sig\o\ and find xs_mus_dCase_01b.kf. Copy it & paste it to the folder where you saved your files.
8. Rename xs_mus_dCase_01b.kf to xmy_new_case_01.kf
IN THE CONSTRUCTION SET:
Both Tamriel_Data & OAAB_Data created their cases in the Containers tab, so I follow that.
For the script you need:
1) You can use the TData / OData version, which makes your mod dependent on theirs. The instructions are just below this part.
2) You can you can copy/paste into a new file so your mod does NOT have dependencies, skip to the 'Using a copy of the script from Tamriel_data or OAAB_Data' section
****************************************************************************
***** Using a script from Tamriel_data or OAAB_Data *********
****************************************************************************
This will make your mod dependent on TData or OData.
1. You will need Tamriel_Data OR OAAB_Data loaded but not active, your mod should be the active one
2. In the Object Window, go to the Containers tab & type "display" into the search bar.
If using OData you should see the ID: AB_o_ComRchDisplay01
If using TData you should see the ID: T_CyrImp_FurnR_Display1 (and 2)
3. Double click the case ID you want to use. We're going to change several things to make it 'ours'
4. Change the ID to whatever you want it to be OR just delete it & allow it to autofill when we import the NIF file.
5. Change the name if you want
6. Leave the script line as-is. This script is vital to the case working correctly in-game.
7. Ignore the check boxes & weight.
8. Press the first button (above Add Animation File). Navigate to your NIF file (i.e. my_new_case_01.nif) & click it. Do NOT choose the one with the x at the front.
9. Press Save. Do NOT worry about anything else here!
10. When asked if you want to create a new object, press YES
11. To see if it works, open the preview window. Click on your new ID (so long as the word Display is in the ID or description, it should appear in the list).
12. There should be a red button at the top of the preview window. Press that & the case lid should open.
13. Done! That's all there is. For each variation you want to make, you will need to follow these instructions. You can reuse the script over & over but will always need the 2 NIF files & the KF files.
**** If this does NOT animate in the preview window:
Check to make sure you have all three files in the same folder: my_new_case_01.nif, xmy_new_case_01.nif, xmy_new_case_01.kf
The names MUST MATCH each other! The NIF file with the animation does NOT start with an x, the other is the same file name but with an x in front. The KF file must match the non-animated file but end in .KF If there are any discrepancies, the case will not work.
**** Make sure the script file matches either TData or OData's script name or the case will NOT work in game (but will animate in the preview window)
**********************
NOTE: YOU DO NOT ADD THE .KF or second NIF file to anything in the CS! It is automatically used by the game.
**********************
****************************************************************************
***** Using a copy of the script from Tamriel_data or OAAB_Data *********
****************************************************************************
You will Tamriel_Data OR OAAB_Data loaded but not active, your mod should be the active one.
1. Click the pencil icon on the toolbar OR go to Gameplay > Edit Scripts
2. When the window opens, click the folder icon. If nothing loads, click the button at the bottom that says "Show modified only"
3. Using the filter type in:
For TData use T_ScObj_DisplayCaseImp1
For OData use AB_ComDisplay_s
4. Double-click the file name & the script should now populate the Script Edit window. The very first line should say: 'Begin AB_ComDisplay_s' or 'Begin T_ScObj_DisplayCaseImp1'. Remove the AB_... / T_....
5. Type in your own ID where the previous one was. This should be unique to your mod & NOT match the item ID of the new case. Do not change or alter anything else.
6. Press the Save icon. This now creates a copy of their script saved into your mod.
7. In the Object Window, go to the Containers tab & type "display" into the search bar.
If using OData you should see the ID: AB_o_ComRchDisplay01
If using TData you should see the ID: T_CyrImp_FurnR_Display1 (and 2)
8. Double click the case ID you want to use. We're going to change several things to make it 'ours'
9. Change the ID to whatever you want it to be OR just delete it & allow it to autofill when we import the NIF file.
10. Change the name if you want
11. Change the script line to whatever you named your script in step 5.
12. Ignore the check boxes & weight.
13. Press the first button (above Add Animation File). Navigate to your NIF file (i.e. my_new_case_01.nif) & click it. Do NOT choose the one with the x at the front.
14. Press Save. Do NOT worry about anything else here! Do NOT click the "Add Animation File" button (it will be greyed out at this point anyways).
15. When asked if you want to create a new object, press YES
16. To see if it works, open the preview window. Click on your new ID (so long as the word Display is in the ID or description, it should appear in the list).
17. There should be a red button at the top of the preview window. Press that & the case lid should open.
18. Done! That's all there is. For each variation you want to make, you will need to follow these instructions. You can reuse the script over & over but will always need the 2 NIF files & the KF files.
**** If this does NOT animate in the preview window:
Check to make sure you have all three files in the same folder: my_new_case_01.nif, xmy_new_case_01.nif, xmy_new_case_01.kf
The names MUST MATCH each other! The NIF file with the animation does NOT start with an x, the other is the same file name but with an x in front. The KF file must match the non-animated file but end in .KF If there are any discrepancies, the case will not work.
**** Make sure the script file is set correctly or the case will NOT work in game (but will animate in the preview window)
**********************
NOTE: YOU DO NOT ADD THE .KF or second NIF file to anything in the CS! It is automatically used by the game.
**********************