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Adding a new paint for Power Armor


SilverIce72

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In the Creation Kit in the Miscellaneous section you will see a subcategory Material Swaps. You will have to make a new material swap for the power armor of your choosing then create both a new mod and co_mod for the power armor workbench in order for the texture swap to show up in game.

 

You will also have to create a new folder for both the new Textures and Materials inside of each directory. The Texture folder and Material folder can be found in your Data folder on the hard drive that you have your game installed on.

 

You can use BAE extractor to export an Material.ba2 that relates to power armor textures and use that one to create a new one.

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In the Creation Kit in the Miscellaneous section you will see a subcategory Material Swaps. You will have to make a new material swap for the power armor of your choosing then create both a new mod and co_mod for the power armor workbench in order for the texture swap to show up in game.

 

You will also have to create a new folder for both the new Textures and Materials inside of each directory. The Texture folder and Material folder can be found in your Data folder on the hard drive that you have your game installed on.

 

You can use BAE extractor to export an Material.ba2 that relates to power armor textures and use that one to create a new one.

Thanks for your help, everything worked out for me. But I don't understand why the name of my paint is not added to the part after installation.

Edited by SilverIce72
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The Object Mods add a keyword, which prefix is dn_, this keyword is used in the Instance Naming Rules that you defined in the armor piece, for power armor is dn_PowerArmor, there is defined how the game will modify your armor part name depending on what keywords are adding its Object Mods.

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The Object Mods add a keyword, which prefix is dn_, this keyword is used in the Instance Naming Rules that you defined in the armor piece, for power armor is dn_PowerArmor, there is defined how the game will modify your armor part name depending on what keywords are adding its Object Mods.

I created dn_HasMaterial_CW_Shark and added it to PA_CW_X02_Material_Shark. Compared to dn_HasMaterial_CW_BoS, there is not enough line, which is probably what I need. I don't know how to do this.

https://freeimage.host/i/JfLNUxt

https://freeimage.host/i/JfLtbIt

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Now you need to edit the INNR (which judging by the screenshots you created one named dn_PowerArmor_C1X02) in the ruleset number 1, right click and add new, set index 10000 (like the sibling ones), set the name of your paint in the text field, and add the dn_ keyword of your Object Mod.

 

Now you need to do a choice, either you edit all vanilla armor pieces to which your paint applies, and replace dn_PowerArmor with dn_PowerArmor_C1X02 as their Instance Naming, or you edit the original Instance Naming (dn_PowerArmor).

 

There's no way to avoid editing vanilla records as far as I know.

 

JfQ2QPS.png

Edited by DieFeM
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Now you need to edit the INNR (which judging by the screenshots you created one named dn_PowerArmor_C1X02) in the ruleset number 1, right click and add new, set index 10000 (like the sibling ones), set the name of your paint in the text field, and add the dn_ keyword of your Object Mod.

 

Now you need to do a choice, either you edit all vanilla armor pieces to which your paint applies, and replace dn_PowerArmor with dn_PowerArmor_C1X02 as their Instance Naming, or you edit the original Instance Naming (dn_PowerArmor).

 

There's no way to avoid editing vanilla records as far as I know.

 

Works! Thank you.

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