cerebii Posted November 28, 2021 Share Posted November 28, 2021 I've been pulling my hair out trying to figure out how to Change the color of the NiPointLight in GlowingOneAO.nif using NifSkopeNo matter what I change the Diffuse Color to it refuses to make anything other than a green light.I honestly can't figure it out.Any ideas? Link to comment Share on other sites More sharing options...
GrimGrim31 Posted November 28, 2021 Share Posted November 28, 2021 Maybe you can change it by editing the BGSM for the Glowing One? The BGSM file is named GlowingOneBody1.BGSM and it is located in the Data/Materials/actors/FeralGhoul folder. If you have not unpacked the FO4 data files, you will not see it in your data folders. I unpacked all of the FO4 data files in a separate download file folder where I can look at them without affecting my game data. Link to comment Share on other sites More sharing options...
RoNin1971 Posted December 2, 2021 Share Posted December 2, 2021 (edited) Its not a maybe.There are 2 locations where all this is set.1. Inside the .nif file, as part of the assigned shader property2. Inside a 'material' .bgsm file (which is linked to by the shader property as well) The assigned material overrules the local settings. So, you should track down the assigned material file and change it, or create your own and use that. edit:note - if you leave the material (the "name" string) empty, it will use the local settings from the .nif. (but it might not work properly in-game if you do that. Neither can you use a 'material swap'). At least that helps to play with the settings inside nifskope, and create the material file later. Edited December 2, 2021 by RoNin1971 Link to comment Share on other sites More sharing options...
South8028 Posted December 2, 2021 Share Posted December 2, 2021 Its not a maybe.There are 2 locations where all this is set.1. Inside the .nif file, as part of the assigned shader property2. Inside a 'material' .bgsm file (which is linked to by the shader property as well) The assigned material overrules the local settings. So, you should track down the assigned material file and change it, or create your own and use that. edit:note - if you leave the material (the "name" string) empty, it will use the local settings from the .nif. (but it might not work properly in-game if you do that. Neither can you use a 'material swap'). At least that helps to play with the settings inside nifskope, and create the material file later.For any mesh, except for spatial animation (if it is without bones), you can assign a material in outfit studio, even if the material has not been previously assigned in max. Moreover, God himself ordered the assignment of material to bodies, or clothes in os. Also in os, you can sculpt the creature itself into anything. Just create a new shape, or even assemble new tri sliders. But in this case, it is required to pre-register the skeleton of the creature in BS. In general, even a new creature can be assembled in OS without any problems and assigned your own material. Link to comment Share on other sites More sharing options...
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