Shiftshaper Posted June 27, 2009 Share Posted June 27, 2009 Okay so i'm not that savvy on modding yet and I could really use some help with this. I'm trying to get a mod to work and to do that I have to replace the original textures and meshes with new ones. Sounds simple enough right? Problem is, I can only open the textures and meshes maps with FOMM, and I can only seem to extract files with that program, so I can't replace the files to get the mod to work. I'm sure there is a painfully easy way to bypass this, but I cant figure it out. Any help would be greatly appriciated. Link to comment Share on other sites More sharing options...
mechine Posted July 1, 2009 Share Posted July 1, 2009 Nubs to ya! Double nubs to me! Say man you ever poop an then when your done kind of say to your self "man that was poopy" Anyway, what are you going on about? I've never heard this language.What planet are you from? You have to speak noob in here.Do they speak noob on your planet. I'm only kidding. You should see what they say to me. hahahaha, now they don't even respond to my problems. Okay so, I guess that's a more advanced use for FOMM but you could mean that you can only unpack the vanilla texture an mesh using the FOMM BSA unpacker. Pretty much all the mods follow the same file order as the bethesda BSA large file archives Once you add in a poop ton worth of mods you end up with a Data file that has the meshes,textures,sounds, BSA files then the other files, which look like files, which is the file directory I think anyway LIke Data\meshes\weapons\1handpistol\10mmpistol.nif Or Data\textures\weapons\1handpistol\10mmpistol.dds I'm just taking a guess, but maybe the mod in question replaces the vanilla texture an mesh All you really have to do is have the invalidation toggled in FOMM, and I think you only have to toggle it onceIt's like archive invalidation invalidated, Which is great. Provided you have that, pretty much you just follow the path of the mod zip/rar I do all the mod installs the manual way Open the zip/rar It has a Data file, then maybe a .esp file the .esp is what was created with the GECK The data folder or file, is the raw stuff like mesh, sound, texture so all you really do is open the the zip/rar, and then open the data folder it has Meshes and Texture folders in it Open the fallout 3 data file, look for the folders that are meshes an textures You have to add those parts in with your first few poop loads of mods so I see that I already have a meshes an textures folder in my fallout 3 data so I go back to the zip/rar click on meshes, it opens and says armor I go back to the fallout 3 data folder an open the meshes folder Hey there is one named armor in there, Back to the zip/rar click armor it opens up and says something like Vaultsuit Back in the fallout data folder it doesn't have a vaultsuit folder so I know it won't overwrite anything, and I drag an drop it in If there was a vaultsuit folder I would then open that an look at the name of the texture in there Then decide if I wanted to replace it, or even use this mod, maybe you can pick the best texture and since they have the same name you can use both mods, but maybe not, Also the mod you might have that might just retexture a vannilla item by vanilla we mean the plain version from bethesda by the way In that case it may not even need a .esp unless the creator placed it in the world or made a edit to that items stats or made it buyable at a vendor or on loot lists If it's just a file with a mesh an texture, then all you do is drag an drop thost last files You have to have the file directory in place for it though Like if your texture an mesh are vaultsuit You need to follow the path listed inside the zip/rar we do that when we upload it so you know where to put it This is just a guess at what it would be if it was a vaultsuit even though I don't have vaultsuit in my data file because it's in the BSA file archive invalidation will use the new one you place in the data file rather than use the old version so you don't really have to extract it from the BSA and then replace it So just place vaultsuit.dds in data\textures\armor\vaultsuit\vaultsuit.dds or vaultsuit.nif in data/textures\armor\vaultsuit\vaultsuit.nif Not like that, like what ever the file directory is inside that mod you downloaded after you place it in there even though it doesn't actually replace anything with archive invalidation toggled or applyed, the game engine knows to use the most current version say you have 6325 meshes all named 10mmpistol.nif all in different files, you download one more then the system is going to use it because it goes by the date or time, I.E. how new it is, it's only going to use the newest version. You can also use nifscope or GECK to make multi versions of the same thingby putting your own file in there somewhere Like Data\meshes\weapons\Yourfile\yourpoop.nif You have to change the names though, because otherwise archive invalidation will use which ever is the newest Also if you go the paintnet way to retexture so you don't have to convert, it's better to save the file on the desktop then rename it after you save. This is all really new stuff, so the problem isn't you it's the outdated read me you read probably some of the old stuff, which is only like 6 months ago talks about stuff we don't use or do anymore besides read me's being hard to follow in the first place I feel your pain, but fear not, it gets more easy. Link to comment Share on other sites More sharing options...
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