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Where Are The BloodEdge01Add.dds Files In Creation Kit? (Blood that ap


Gabrielle1

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Hello, thanks to some helpful moderators and a user in the chat, I was able to get some information on what I need.
I am working on a modification which is going to replace the old blood files with some new ones, and I already have the new blood textures ready. (another person already made them, I asked permission to use them and he/she allowed)

I want the entire mod to be made in a .esp file, for simple install, so I am using the Creation Kit.
So basically what I have done is under the All* tab in the CK I searched for the keyword Blood. I found most blood files and replaced them with the new files. I tested it in-game and the new blood files work for everything besides the blood on my sword. When I attack an enemy with my sword, it shows the vanilla blood textures.

I didn't know which blood texture file was which, so I just replaced the vanilla ones that I could find with the new equivalent, but apparently I wasn't able to find the BloodEdge01Add.dds files (in CK) to replace them.
I know where the files are in the texture blood folder, but I want to be able to edit them in CK, as I previously said, so that I can make the entire mod just an .esp file.

I have the files to replace them, I just can't find the objects that use the BloodEdge files in the Creation Kit. If anyone knows the name of the files that use the BloodEdge files as their blood decals, please let me know so I can replace those with the new files. Thanks!

NOTE: Both DecalBloodBladeHit and DecalBloodBladeHitGround are not the objects for the blood on weapons, I already checked.

Edited by Gabrielle1
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I don't really understand. If you're replacing a texture anyway, how do you expect it to just work with an esp file? Don't you need to at least distro the texture file (loose), if not properly pack it into a bsa file?

 

In any case, I suspect that the blood on the weapon is something hardcoded in the engine (so many other things are, so why not), so you'll probably have to replace the texture the engine uses.

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I don't really understand. If you're replacing a texture anyway, how do you expect it to just work with an esp file? Don't you need to at least distro the texture file (loose), if not properly pack it into a bsa file?

 

In any case, I suspect that the blood on the weapon is something hardcoded in the engine (so many other things are, so why not), so you'll probably have to replace the texture the engine uses.

Sorry, I don't know too much about modding. I'll just let the users download the files themselves to install it.

Thanks :smile:

 

EDIT: Actually it would still be useful to know what uses the BloodEdge files so that I can let the mod use the new files without replacing the vanilla ones, of course after the user has downloaded the new files.

Edited by Gabrielle1
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There's no need for an esp to be created if you're releasing a mod that changes meshes/textures only, just pack them all into a folder like "Data/Textures/Blood/____________.dds" and then right click and "send to data.rar". Then, rename data.rar to something unique like "Gabrielle1bloodtextures.rar" and then upload to skyrimnexus.

*Then when peoeple use NMM to install, NMM will unpack your file into "Data/Textures/Blood/____________.dds" for them.

The actual file I think you're looking for is "bloodedge01.dds" btw.

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There's no need for an esp to be created if you're releasing a mod that changes meshes/textures only, just pack them all into a folder like "Data/Textures/Blood/____________.dds" and then right click and "send to data.rar". Then, rename data.rar to something unique like "Gabrielle1bloodtextures.rar" and then upload to skyrimnexus.

 

*Then when peoeple use NMM to install, NMM will unpack your file into "Data/Textures/Blood/____________.dds" for them.

 

The actual file I think you're looking for is "bloodedge01.dds" btw.

Thanks, that makes it a lot easier to understand, since I've never uploaded a mod to the nexus before.

 

In my .rar folder, though, if I include an esp file along with the data, would NMM be able to automatically install that too? Since half of my mod is made in the CK saved as an esp and the other half is the data files.

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Yeah, it just places it in data/ which adds the .esp to the installer's load order (make sure that's where you pack your esp to btw.. one time I uploaded a file and it was unpacking the esp to the folder before data [skyrim/] and probably wasn't working at all for some people. This happened because I highlighted my esp + data folder and packed, instead of placing the esp in the data folder before packing).

I'm a little curious what the esp could possibly contain though... but I guess I'll see when/if you release the mod : )

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Blood on weapons is not hardcoded, it's determined by the weapon model itself (.nif)

Every weapon model has 2 invisible layers that show the textures, and the textures are: BloodEdge01Add.dds and BloodEdge01.dds

You can't edit those with the CK, in order to change them you need to edit every single weapon model, and that's something you don't want to do. So it's better to just override those 2 textures with yours and they will show up ingame.

Edited by pauderek
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