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BillyTwinkletits

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  1. I believe that you just need to right click the 7th child of the NiNode and remove the branch, since you are replacing that mesh anyways. Then, right click the 10th and go to block>convert>bethesda>BSTriShape. Then click on the 3NiNode, scroll down on the block details and open the children tab. Double click the empty field and type the number 10 in. That should get your mesh in the correct spot. Click the header tab, then go to strings. Type the path of your bgsm into one of the empty fields. Then go back to block list and put the string number that corresponds with your bgsm path where the bold TXT is next to the 11BSLightingShaderProperty. Then click on the 12BSShaderTextureSet. This holds the paths to your textures. The textures need an _d, _n, and _s at the ends of their names. _d= diffuse map, _n= normal map _s=specular map. The second flower on the list should contain the path to your diffuse texture. Which you have correctly, but the file should be named: ncbottleclosed_d.dds. The third flower is the normal map path, the sixth flower is the texture\shared\cubemaps\mipblur_whatever file, and the ninth flower equals the specular map path. The numbers in the green squares are the string numbers in the header tab. The strings number should correspond to the blocks they are associated with. Like the 8BSLightingShaderProperty has the 8 at the very end of the path. It is because that path is the 8th string down under the header tab. Your 10TriShape has a 62 from before you imported it from bodyslide, and it was 62nd down the list of strings. Sorry if this is confusing. haha
  2. You have to add mods separately for each variant in the tree if I am not mistaken. Click on one of the variants in the tree. You will see what mods come standard on that variant in the object modifier list that is located in the center of the object template window. You can right click and add, delete, edit mods, etc.
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