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How to create a texture replacer?


Etteragicrq

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I want to change the color of the pirate spacesuit, what should I do? As I understand first of all I need to extract texture file for that suit with the BAE, and then redact it with photoshop, but then what? How to transfer it back in to the game? Is there any soft for that?

Edited by Etteragicrq
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So, I figured it out eventually.

  1. Basically all you need to do is extract the texture files from the game Data folder, using BAE program from nexus,
  2. Then redact them with program called paint.net, or any other soft that can open .dds files
  3. After that create folder in Documents\My Games\Starfield that imitates the original route to the file you redacted

For example: Data\Textures\clothes\pirateset_spacesuit\poncho\male_pirateset_poncho

  1. And create in Documents\My Games\Starfield file text file, write inside:

[Archive]
bInvalidateOlderFiles
=1
sResourceDataDirsFinal
=

  1. Then save and name it StarfieldCustom.ini

After that, if everything was done correctly, new textures should work, if anyone else wondering here

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So, I figured it out eventually.

  1. Basically all you need to do is extract the texture files from the game Data folder, using BAE program from nexus,
  2. Then redact them with program called paint.net, or any other soft that can open .dds files
  3. After that create folder in Documents\My Games\Starfield that imitates the original route to the file you redacted

For example: Data\Textures\clothes\pirateset_spacesuit\poncho\male_pirateset_poncho

  1. And create in Documents\My Games\Starfield file text file, write inside:

[Archive]

bInvalidateOlderFiles=1

sResourceDataDirsFinal=

 

  1. Then save and name it StarfieldCustom.ini

After that, if everything was done correctly, new textures should work, if anyone else wondering here

 

Quick question on this. So for the bInvalidateOlderFiles=1

does the one have to change to a 2 when you edit 2 files and 3 for 3 fiels and so on? or is it always a 1?

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Yes, what I am wondering as I do not remember from my modding days is how is or should be treated the normal map tangent space format , I can create object space format from tools like converting images to normal maps but it doesn't tranform to tangent space ... how can this be done? does it work the same with object space normals? or what?

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As even Beth gets into PBR, chances are the proper textures are in a form not yet fully understood by modders. This happened in the early days of FO4, where the initial texture mods were wrong- they would appear to display properly but missed many of the more advanced render features that Beth had introduced. And often modders got even the normals completely wrong. I think this finally changed when Beth released the official FO4 tools.

 

Personally I think the game looks bad enough as it is. I also look forward to texture mods, but only when every layer of said texture is calculated correctly.

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