vadeem Posted May 5, 2023 Share Posted May 5, 2023 Hi,I'm sure that my question would sound very stupid for somebody, however I have to ask otherwise I would never know :)I've searched on internet a lot and couldn't find a solution.I am trying to apply textures to a meshI used the mesh from Screen 1, I added it together with a top in OutfitStudio, then I added the textures.The result can be seen in Screen 2.(the texture I applied is DDS, it has been saved in Data/Textures)When I launch the game, the textures are not thereWhat did I miss?I am an amateur, so could somebody please explain step by step what I need to do ?Thank you in advance Link to comment Share on other sites More sharing options...
showler Posted May 5, 2023 Share Posted May 5, 2023 What's the full path of the textures in the .nif file? Common mistake is using an absolute path instead of a relative path. Link to comment Share on other sites More sharing options...
vadeem Posted May 5, 2023 Author Share Posted May 5, 2023 (edited) What's the full path of the textures in the .nif file? Common mistake is using an absolute path instead of a relative path. If you mean BSShaderTextureSet => Textures => Then click on ✿ to select textures Those textures are located at:D:\Games\Fallout 4\Data\textures\MY\Mobsters Should I paste this instead ? Thank you Edited May 5, 2023 by vadeem Link to comment Share on other sites More sharing options...
showler Posted May 5, 2023 Share Posted May 5, 2023 I think then that the string in the NIF file should read "textures\MY\Mobsters\nameoftexture.dds" Link to comment Share on other sites More sharing options...
pepperman35 Posted May 5, 2023 Share Posted May 5, 2023 A valuable technique for learning FO4 modding is to investigate how it is done in the game. Assuming you have extracted the files from the BA2 archives, take a look at CourserF.nif. It can be find in the following location: Data\Meshes\Clothes\Courser\ CourserF.nif. Once you open that nif, scroll down until you find the BSSubIndexTriShape called CourserF:1. Now note that the mesh has a material applied CourserCoat2Sided.BGSM. Also, note its location Materials\Clothes\Courser\CourserCoat2Sided.BGSM. Also note that under the meshes BSShaderTextureSet there are four textures applied. The diffuse texture (Courser_d.dds) is applied to slot #1; the normal texture (Courser_n.dds) is applied to slot #2, and the cubemap (mipblur_DefaultOutside1.dds) is applied to slot #5; and the specular texture (Courser_s.dds) is applied to slot #8. Now open the material file referenced above (i.e., CourserCoat2Sided.BGSM). Under the material tab you should see these same textures mapped to named slots. So for your example, make sure the material file points to your textures, and make sure your textures are in the right slots for the mesh. Hope you find this helpful/ Link to comment Share on other sites More sharing options...
vadeem Posted May 5, 2023 Author Share Posted May 5, 2023 I think then that the string in the NIF file should read "textures\MY\Mobsters\nameoftexture.dds" Didn't work :( Link to comment Share on other sites More sharing options...
vadeem Posted May 5, 2023 Author Share Posted May 5, 2023 A valuable technique for learning FO4 modding is to investigate how it is done in the game. Assuming you have extracted the files from the BA2 archives, take a look at CourserF.nif. It can be find in the following location: Data\Meshes\Clothes\Courser\ CourserF.nif. Once you open that nif, scroll down until you find the BSSubIndexTriShape called CourserF:1. Now note that the mesh has a material applied CourserCoat2Sided.BGSM. Also, note its location Materials\Clothes\Courser\CourserCoat2Sided.BGSM. Also note that under the meshes BSShaderTextureSet there are four textures applied. The diffuse texture (Courser_d.dds) is applied to slot #1; the normal texture (Courser_n.dds) is applied to slot #2, and the cubemap (mipblur_DefaultOutside1.dds) is applied to slot #5; and the specular texture (Courser_s.dds) is applied to slot #8. Now open the material file referenced above (i.e., CourserCoat2Sided.BGSM). Under the material tab you should see these same textures mapped to named slots. So for your example, make sure the material file points to your textures, and make sure your textures are in the right slots for the mesh. Hope you find this helpful/ I think I didn't understand half of it, sorry. I looked at CourserF , I've seen all that you mentioned, but have no idea how is this supposed to fix my problem. How do I know which slot applies for each texture? Regarding Materials, if I select another material, for example the BGSM of the Jacket, then the Leggings are changing the texture, it is applying the Jaket texture. I would assume that I need to create a material file for the Leggings ? Save it somewhere then somehow assign the Leggings mesh from Nifskope to that Leggings BGSM. Link to comment Share on other sites More sharing options...
pepperman35 Posted May 5, 2023 Share Posted May 5, 2023 Okay, when you look at the CourserF.nif and the mesh BSSubIndexTriShape called CourserF:1 you should see ten texture slots. Slot #1 goes at the top. Generally speaking you would make a separate material file for each mesh object. So you would have one for the jacket, one for the leggins and so one. Each material file can have its own set of textures. Link to comment Share on other sites More sharing options...
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