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Small mod help/request


IlConquerorIl

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Hi guys,

 

 

I'm using the awesome COL Brotherhood and Outcast armor replacers and want to make textures for the outcast robots that match the colors of their armor.

 

The texturing itself is not a problem, but I need to find a way to have the game actually use them. I don't know how to use the GECK, so I can't make a mod that alters the textures myself.

If somebody could make this very small mod, that would be awesome and I would be very gratefull!!!

 

I don't know if an esp-file is needed and/or a nifscope model or whatnot. I don't know anything about that stuff. All I need is a standalone mod that alters the textures of the outcast robots. The robots I'm talking about are the Outcast variants of the Robobrain, Sentry Bot, Mr. Gutsy and Protectron. The 'new' textures can simply be copies of the standard textures. I will change them anyway, so they only have to be there as placeholders. This way I can override these placeholders with my own textures and then the mod will make sure they show up in the game.

 

 

As you can tell I'm very, VERY new to modding, so thank you very much if you want to do this for me! Any constructive feedback is appreciated too :)

 

 

Grtz, Il Conqueror Il

(P.S.: I posted this in both the Mod Talk section as the Mod Request section. I didn't know which one was the better one. Feel free to replace it.)
Edited by Il Conqueror Il
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Il Conqueror Il - Hello!

"but I need to find a way to have the game actually use them"

To replace vanilla textures is very straightforward.

The game's textures are stored in archives called .bsa's.

If a loose texture is placed in Fallout 3's Data folder in the same path as the original is in the .bsa, the game will use that new one instead.

So you can simply "slot" new textures into the game without the need for an .esp if it's intended to replace vanilla assets.

The caveat being you must use a form of archive invalidation to ensure Fallout 3 does as it should & use the loose file over the .bsa original.

You can unpack the the original textures to use as a base for your modifications by using something like FO3 Archive Utility:

http://fallout3.nexusmods.com/mods/34

I actually use the BSA Unpacker built into Fallout Mod Manager (FOMM) but the above program will do if you don't have that installed.

For example, for the Outcast RoboBrain texture, you'd use the archive unpacker to extract:

Robobrain_outcast.dds
Robobrain_outcast_n.dds

Which are in:

Fallout - Textures.bsa

Under the path:

textures\creatures\robobrain

Once you've edited those textures to your satisfaction you'd place them in your:

Fallout 3\Data\Textures\creatures\robobrain

Creating any folder in that path that you don't already have.

The game will use your new textures, if you use the built in archive invalidation in a mod manager like NMM or FOMM then you'll need to turn it off & then back on again for the texture to show up.

The other robots you're after would be done in simillar fashion, sentrybots & the others will be in their own folders within creatures like:

textures\creatures\sentrybot

sentrybot_outcast.dds
sentrybot_outcast_n.dds

You can filter them out in tthe archive tool by their name "sentrybot", "Protectron", etc..

To return the game to using the original textures you simply delete the loose texture you placed in the folders.

 

"As you can tell I'm very, VERY new to modding"

 

Welcome to modding!

 

It's very addictive once you start getting your head around things. :)

Hope this helps!

Prensa

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