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Question about DLC armor retexturing (sort of)


Otellino

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Hey all,

 

I decided, I liked the winterized chinese and american armour in Operation Anchorage, and I wanted to make a mod that got the meshes, and I made a texture to go with it, (not replacing it, makeing a whole new one). But then, something got on my mind. I can make its ESP rely on "Anchorage.ESM" but someone can still go into the meshes folder and get the DLC armour, so im stuck... I cant re-distribute the DLC armour, but I want to make a new one (not replacing the texture of the Vanilla one) so it will require its mesh... Any thaughts?

 

Oh, and I dont know if this makes sence, as im writing this at 1am...

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Having to apply new textures directly to the mesh is no longer required practice with the GECK.

 

In GECK...

 

Copy the Winterized Armors you want and rename them. This will create a new formID. Attach the texture to the new armor by editing the Model within the item window. (Buttons upper right side of the item window.)

 

But... to do that, you'll need to create the texture sets, within the GECK, first...

Can't remember which subsection it's under, but it's called [Texture Sets]. Create a new one, setting the base texture as 'Diffuse' and the extracted normals map as 'Normal/Gloss'. (For weapons, you'd need to make a new 1stperson texture, AND a regular one for 3rd person use.)

 

Reference the new TextureSet for the model in each area (Upperbody, arms, Pipboy on, Pipboy off, etc.) except lines that say 'meat' or 'cap'... these are for use by dismemberment textures.

 

Use this new armor to place in the game, and *voila* you have a new, unique armor that only requires distributing the .esp and requisite custom textures.

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