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Would anyone help me pls


Micoo11

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I....can't get modding to work! :wallbash: I wanted to try Project Beauty , and it says i have to replace a file within within Texture and Data. But i cant possibly replace those files, because meshes is a file with the extension .bse and it should be a folder. When i looked at tutorials meshes was a folder and with me it's a bse file...Can anyone help me i've been dying to try out some modes.
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When the game is going to load a mesh or texture, it first look in the folder (if the mod tells the game to look for a mesh in fallout/data/meshes/sumthing/sumthing.nif, the game will look inside that folder to find the mesh), if it's not there, it will look inside the respective bsa file (bsa's are special compressed folders, like zip files, but the game can read them in runtime).

 

If it's not there, it will show an error, for meshes, a missing mesh error is shown as a giant ! mark, for textures, the surface or skin of the object will be bright purple/red, or invisible, or glitch randomly, or solid black.

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When the game is going to load a mesh or texture, it first look in the folder (if the mod tells the game to look for a mesh in fallout/data/meshes/sumthing/sumthing.nif, the game will look inside that folder to find the mesh), if it's not there, it will look inside the respective bsa file (bsa's are special compressed folders, like zip files, but the game can read them in runtime).

 

If it's not there, it will show an error, for meshes, a missing mesh error is shown as a giant ! mark, for textures, the surface or skin of the object will be bright purple/red, or invisible, or glitch randomly, or solid black.

 

 

Oh. I see.Thank you for explaining. I think i got Project Beauty to work but i can't make the body replacer to work. :(. That has no .esm file just the texture. Any idea mate?

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think of esm's and esp's as collections of tables (like excel files), a good deal of these tables represent 'base' things, and the table contains all of it's data. Other tables deal with landscaping and 'reference' items (which are an instance of the base items).

 

So you will find one and only one table for the 'base' baseball bat, which contain it's health, the damage it does, which texture to use (but not the texture itself, that goes outside the esm or esp), which animation to use, etc. And for each bat that you will find in the wasteland, there will be a 'reference' table that contains it's location, how much health it haves left....

 

If a mod needs to change any of the 'base' or 'reference' data, it will use an esp or esm, if, however, the mod 'replaces' things like textures or meshes, it does not need an esm or esp, all you need to do is to follow the install instructions and place the textures and meshes in the right folders, then, when the game loads and tries to load people, it will check on the folders first, find these meshes and textures from the mod, and use those instead of loading the original ones from the bsa files.

 

 

Note that you do need to read the install instructions well, not only to place the files in the correct place, but there is also a little critical step that (most of them) tell you to do: for any replacer-like mod to work, you need "archiveinvalidation invalidated!". get it from nexus and install it.

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