MrHildebrand Posted August 31, 2013 Share Posted August 31, 2013 So I found an armor mod that I really like, however there is a certain feature on it I don't care for. The mod itself only came with a .bsa .bls and a .esp. I I used FOMM to extract that certain mesh from the .bsa file. I removed the mesh that I didn't like but now I have no idea how to put it back into the game and overwrite the old mesh. Link to comment Share on other sites More sharing options...
rarborman Posted August 31, 2013 Share Posted August 31, 2013 You can edit the esp with ck to overwrite the nif in the object menu if putting the new nif in a similar file structure as the bsa in the mesh folder in data doesn't work, that's if you edited your nif right to still work in skyrim. If you mean you removed a nif from the bsa with fomm and edited it in nifscope and or still have a nif that is; otherwise if you edited it in 3dmax or blender and now have an obj or 3ds your going to have to import it back into a nif first. Link to comment Share on other sites More sharing options...
MrHildebrand Posted August 31, 2013 Author Share Posted August 31, 2013 I just extracted it from a BSA file with FOMM. It came out as a Nif file already and I used nifscope to remove the textures I don't want. I saved it and now I'm wondering how I can put it back into the game and over write the old texture file with the one I edited. Link to comment Share on other sites More sharing options...
rarborman Posted August 31, 2013 Share Posted August 31, 2013 I literally just told you in my last post. Put it in the correct file structure like how it is in the bsa, and edit the esp in creation kit if it doesn't work Link to comment Share on other sites More sharing options...
MrHildebrand Posted September 1, 2013 Author Share Posted September 1, 2013 Could you explain the steps a little more please? I've only used the creation kit to change numbers around. Link to comment Share on other sites More sharing options...
rarborman Posted September 1, 2013 Share Posted September 1, 2013 Load plugin with desired armor (the armor that uses the mesh's nif) look for armor by name in object's filter *all or manually in armor.From there you go into the object of the armor in the center right is the model column and at the bottom is a table called models (if its empty tick the show all box) taking what it in the table putting it into the object window filter and searching in either *all or manually in armor addon.From there into the armor addon on the left is the nif column and pressing select buttons next to the labels "biped model" or "first person" will pull up the model data window.From here pressing edit button will allow you to select a new nif in whatever file structure you have your skyrim data file in as the mesh of the model, as well as selecting new texture sets which can be made in the texture set tab in the miscellaneous collapsible of the object window.Afterwards saving the plugin will change the esp to have your loose nif selected as being the model for the armor object you just edited; the bsa will still contain the original nif of the model but will not revert on its own if you lose or delete you loose nif.As well your nif will still have the textures of the original from the bsa if there were separate texture files in the bsa if you did not change the share properties to point to new textures; you can place similarly named textures in similar file structure as a bsa and it will automatically overwrite the bsa as far as I know, but it will cause your game to first look into the bsa and then the data folder before it loads the texture causing slightly higher fps loss during loading of the texture then if you redirected the texture set in either the model data window or shader properties of the nif, as they tell the game to do the same thing... tell the game to load a texture that should be in a bsa without a loose overwrite or from a loose file. Link to comment Share on other sites More sharing options...
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