AtomicNord Posted January 13, 2014 Share Posted January 13, 2014 I've been modding several of strikers outstanding ACRs with the GECK to have a suppressor mod which I can attach and detach ingame, everything works as it should except the texture reverts from and all black unsuppressed ACR, to the accupat pattern when the silencer is attached, and back to an all black rifle when detached. I have used the GECK to make the rifles match and saved, but when I go into the game the problem persists. And when I reload the geck, the alterations have not been saved and its a accupat pattern again, under the 'Modified Models'. This only seems to happen to the Masada plugin, as I have modified other Mods in this manner. What am I doing wrong??? Link to comment Share on other sites More sharing options...
MBile Posted January 13, 2014 Share Posted January 13, 2014 sounds like a texture path issue in the model itself. Or youre just using the wrong model file for the weapon mod models. are you using static nodes for LOD change? if you are that's always a pain in the butt to get working properly if you edit the model frequently. Link to comment Share on other sites More sharing options...
AtomicNord Posted January 14, 2014 Author Share Posted January 14, 2014 Thanks for your reply, I confess I'm new to moding FONV, my only previous moding experience are hardpoint mods to the games Bridge Commander, and X3 Terran Conflict, so I'm not well versed and have no idea if I am using static nodes or not. I have taken a 'Low Tech' route and simply changed all the default acupat textures to black textures by renaming the black textures to the same as the acupat textures as a workaround, now all the ACRs are black by default, which works for me, but I would still like to figure out what the problem is since I'm working on a Masada Laser RCW and a Masada Tactical 20Ga Shotgun for a release. The models are made and the recipes are done and everything works in game, but I'm not given to releasing a mod prematurely. I am running Tale of Two Wastelands, and I can't see why it would, but do you think it has anything to do with that? Link to comment Share on other sites More sharing options...
MBile Posted January 14, 2014 Share Posted January 14, 2014 Thanks for your reply, I confess I'm new to moding FONV, my only previous moding experience are hardpoint mods to the games Bridge Commander, and X3 Terran Conflict, so I'm not well versed and have no idea if I am using static nodes or not. I have taken a 'Low Tech' route and simply changed all the default acupat textures to black textures by renaming the black textures to the same as the acupat textures as a workaround, now all the ACRs are black by default, which works for me, but I would still like to figure out what the problem is since I'm working on a Masada Laser RCW and a Masada Tactical 20Ga Shotgun for a release. The models are made and the recipes are done and everything works in game, but I'm not given to releasing a mod prematurely. I am running Tale of Two Wastelands, and I can't see why it would, but do you think it has anything to do with that?not unless it uses original assets. the best way to find out the texture issues is to just check the block details on the BSShaderTextureSet node itself in nifscope. it should just have the associated texture file routes. Link to comment Share on other sites More sharing options...
AtomicNord Posted January 14, 2014 Author Share Posted January 14, 2014 I can't get Nifskope to find my textures on anything. I've just been doing simple kitbashes up til now. I go to Rendering on Nifskope, and select Add Folder, click on it, then select the Folder button, and try to lead NS to my texture folder in FONV, but I receive the message "No Items Match Your Search" I've used FOMM to extract the BSA'a but nifskope still isn't working right, I have no doubt that I'm likely to blame here, but Nifskopes directions on how to set up my textures is less then helpful, you sound like you really know what you're doing, any suggestions? Link to comment Share on other sites More sharing options...
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