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Scamp Staff Item Script Help


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8 hours ago, LenaWolfBravil said:

These texture issues are caused by faulty or missing normal maps. You need to regenerate them.

so even though all i changed in the scamps nif file was just the texture path to the same texture it was using before, it "Broke" in a way

and how do i regenerate the maps?

and will the texture appear as normal like it should, or will it appear darker like the head does?

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ok so i just took another look at the mod where i got the model from, and it doesnt have a normal map in there, i checked. I added the scamp normal map from the base games textures, and that didnt work, worst of all it changed nothing to the body but changed the head to appear black when i added the normal map, i am currently looking at every mod i have that uses custom retextures to see if they also have normal maps for those textures, so far from what i am seeing they do, but the mod i grabbed my texture from (no point beating around the bush anymore: The Lost Spires) doesnt have one, and yet in their mod the texture appears fine, but when i change the texture path to be in my modnames directory it doesnt work

the Lost Spires Mod

and what is says is inside the BSA for the texture

and after adding that normal map, the head got all messed up in my version, it now appears black, even when i try to revert it to normal

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The file name of the texture has an underscore in it: scamp_speckled.dds. This means that the corresponding normal map file name will be scamp_n.dds, that is the vanilla normal map. This will ONLY work as long as the custom texture scamp_speckled.dds is located in the same folder (has the same path) as the vanilla normal map (vanilla scamp folder). When you change that path, you end up without a normal map.

This is described in the Construction Set Wiki that I linked to last time. You need to read it.

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4 hours ago, LenaWolfBravil said:

The file name of the texture has an underscore in it: scamp_speckled.dds. This means that the corresponding normal map file name will be scamp_n.dds, that is the vanilla normal map. This will ONLY work as long as the custom texture scamp_speckled.dds is located in the same folder (has the same path) as the vanilla normal map (vanilla scamp folder). When you change that path, you end up without a normal map.

This is described in the Construction Set Wiki that I linked to last time. You need to read it.

i did read it, but now i understand what i did wrong, i renamed the scamp_n.dds to scamp_speckled_n.dds, since for every item i have seen in mods usually has it, but now i realize what i did wrong here, i shouldnt have renamed it, but just move the scamp_n.dds to the file, to get it to work (i did and now it works, shame its not darker like i liked, but its fine), but is it possible for me to move the meshes to this "Meshes\ModName\Creatures\Scamp" instead of this "Meshes\creatures\scamp"

i just dont want it to conflict with lost spires, or any other mods that use this creature mesh

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On 8/14/2024 at 11:12 PM, bomo99 said:

i did read it, but now i understand what i did wrong, i renamed the scamp_n.dds to scamp_speckled_n.dds, since for every item i have seen in mods usually has it, but now i realize what i did wrong here, i shouldnt have renamed it, but just move the scamp_n.dds to the file, to get it to work (i did and now it works, shame its not darker like i liked, but its fine), but is it possible for me to move the meshes to this "Meshes\ModName\Creatures\Scamp" instead of this "Meshes\creatures\scamp"

i just dont want it to conflict with lost spires, or any other mods that use this creature mesh

Yes and no. If you are adding a creature with a custom skeleton, then you can place everything in Meshes\ModName\Creatures. Similarly the textures should be in Textures\Modname\Creatures. Then you will have to supply the skeleton and animation files in addition to the body mesh. Then you add the new creature to your mod in the CS by selecting the appropriate files for the skeleton and body mesh.

In this case, you are only supplying a new body mesh, so the files need to be in Meshes\Creatures. However you should rename the files so they don't conflict or overwrite vanilla files, unless you want to replace the vanilla files with your version. Otherwise, this would be a texture replacer mod.

So I would name your version scampSpeckled.nif (you need to replace the body mesh as well), scampSpeckled.dds and create a new normal map and name it appropriately. That way you can control the brightness. You have to replace the body mesh so you can point it to the new textures. Then you'll need to set up the creature in the CS to use the new mesh.

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