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n1x4

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  1. Right on... ^^ BTW, is there a way to successfully edit those _material .bin files to point to different texture instead of having to replace one? Would be kind of handy ;)
  2. I know right... That bow is a pain.. I tried a different weapon this time with the edited cam_02 and it did show up as modified, looked like crap though..lol Anyways, here's the RealTree HD camo I put on the weapons. Thanks for your time and help man!! I see you added the silencer to the D50, I was going to do that yesterday but after I used the KW1911 files as a base I got stumped on the hash values for hidName and disID and the game crashed at startup...
  3. Yes, that's what I meant.. ^^ It's in the right folder structure and everything... Still shows up as yellow Tribal texture in-game..
  4. Yes, for some weird reason when I edit camo_02_d.xml (and it's mip0 counterpart) which the material .bin of CAMO_03 in the BOW.xml points to it still shows up as the Tribal texture.
  5. Yea, I got that.. I've got my new skins in-game but the only skins I get to edit are the first two (Jungle and Dry).^^ So basically we cannot edit the colored tones then? Like the 'Fire', 'Striped', etc....
  6. EDIT*** Ahhh, figured it out.. I was looking in the wrong field for the .bin. I was using text_disSlotId to search my _materials folder and not using text_mat. Works perfectly now now, thank you man. Now, is there a way I can edit these .bin files to point to a seperate texture? Using notepad++ doesn't work for me. I guess its those hashed values that are fooling me as I don't know how to figure them out. Also, if you look at the bow there's only one material that does not have FFFFFFFFFFFF for matMaterial in ALL the CAMO_* and TONE_ * objects and that .bin only points to the bows main texture, bow_new_d.xbt. I just don't get it.. lol <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201235465008</field> <field name="disSlotId" type="Hash32">075D06A9</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280013917</field> <field name="disSlotId" type="Hash32">08DC86BE</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201251480928</field> <field name="disSlotId" type="Hash32">80743C63</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280000469</field> <field name="disSlotId" type="Hash32">87282873</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201250749085</field> <field name="disSlotId" type="Hash32">93E0484A</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201274688010</field> <field name="disSlotId" type="Hash32">B84E1840</field> <field name="text_matMaterial" type="String">graphics\_materials\grassam-m-20120420223611.material.bin</field> <field name="matMaterial" type="Hash64">D9A635F4F6547089</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280402340</field> <field name="disSlotId" type="Hash32">F8156E4D</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> </object> </object> </object>
  7. Well, basically I'd like to be able to apply new skins whenever I have an idea. Right now I have a RealTree HD texture i would like to apply to either an existing skin or new one, doesn't matter really. What I do not understand is how exactly are the file paths in the .bin files related to each skin (ie Sand, Jungle, Tribal, Fire, etc) when they all point to roughly the same .xbt texture of the weapon itself and not one of the"skins". I even went so far as to change the .xbt textures that the .bin files were pointing to to my RealTree texture but still nothing.. What am I missing and where are the 'skin' textures located?
  8. Hey... I've followed these instructions time and time again but I still cannot edit the camo/paint jobs... I've opened every .bin file in _materials/ with notepad++ and for each weapon they all referrence the same .bin files for each camo/pain job. I can't change them. I know I'm missing something small but I can't figure it out. I've even replaced 18grey.xbt with another .xbt of my camo and still the bow will show up as if nothing has changed. Any thoughts.
  9. Has anyone been able to successfully extract all the contents of fc3_main.dat (3.5gb file)? For some reason I get an error about exceeding too many chars in a file/folder name when doing about 1/3 of the way through.
  10. HAHAHAHA, I've been through each and EVERY file in that dir and never saw iCost..... Thanks inakrin
  11. Cannot seem to find how to raise/lower the animal skins selling price. Does anyone know which .lib it's in and what values I need to change? Thanks
  12. nvm, fixed it. I wasn't paying attention and dupped an armored helmet instead.
  13. Like the topic states. I created an armor retex now I want to put a hood on it. I've tried numerous different hood types and none of them show my characters face in them, it's just completely transparent. Is there something special I have to do to be able to show it? I'm trying to use the monk hood. If I take the hood off, my head is there, put it on...... MISSING lul Any thoughts on what I'm doing wrong? Here's an ingame image for reference to what I'm talking about. img was too large to upload. https://dl.dropbox.com/u/58127896/skyrim/TESV%202012-09-23%2019-21-09-61.jpg Any help would be greatly appreciated.
  14. Sup guys, been playing around and 'trying' to make minor changes and figure I'd start with a custom head texture in CK. Well all went well but when I change my "complexion" in ~showracemeu the next time I load a save up it's missing back to deafult. I have to ~showmenu again and set it back. The process I used was simple, just duplicate a race head texture set in CK, change the texture path to my own and under the tinting tabs ADD my texture set. Works fine, UNTIL I load up a save. Sorry for the n00b question but new to modding and trying to learn. Any thought? Thanks.
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