ub3rman123 Posted July 21, 2009 Posted July 21, 2009 In my mod I've done a large number of basic retextures (Take a vanilla object, slap another vanilla texture on it and hope it looks good). For some reason, when I transfer the file to another computer via flash drive, the retextured parts simply appear bright magenta, even though a vanilla Oblivion texture was applied to it. No problem with this on downloaded resources. Also, the objects appear as I textured them on the computer I did the color changing on. What would be a solution for this problem?
jefe323 Posted July 21, 2009 Posted July 21, 2009 ub3rman123 said: In my mod I've done a large number of basic retextures (Take a vanilla object, slap another vanilla texture on it and hope it looks good). For some reason, when I transfer the file to another computer via flash drive, the retextured parts simply appear bright magenta, even though a vanilla Oblivion texture was applied to it. No problem with this on downloaded resources. Also, the objects appear as I textured them on the computer I did the color changing on. What would be a solution for this problem? You need to include the textures you used
ub3rman123 Posted July 22, 2009 Author Posted July 22, 2009 In my retextures, though, I only used textures already added with Oblivion when it's installed. They're present on the other computer, just not showing up on the model in-game.
ub3rman123 Posted July 22, 2009 Author Posted July 22, 2009 Just got an idea; the Textures folder on the comp I'm doing the modding on has the Textures file unpacked, while the other doesn't. I'll try running the .bsa through a BSA unpacker and see what happens.
Cold101 Posted July 22, 2009 Posted July 22, 2009 Remember, you have to save it, add the textures/meshes to the data file, then activate it.
ub3rman123 Posted July 22, 2009 Author Posted July 22, 2009 Not sure what you mean there.. Save the .nif, the .esp, or the save file on Oblivion?
Cold101 Posted July 22, 2009 Posted July 22, 2009 Well, when your in TES construction and your done editing or doing w/e, SAVE IT, as a esp file and name it w/e you want, then activate it in data files, it should work.
ub3rman123 Posted July 23, 2009 Author Posted July 23, 2009 I'll try opening and saving the esp on the other computer, but I'm unsure about how that would affect the .nifs included.
Cold101 Posted July 23, 2009 Posted July 23, 2009 I have another idea, you could make it into a zip file, and that should add the new textures/meshes in there along with the .esp
BossDweebe Posted July 23, 2009 Posted July 23, 2009 I'm unclear as to what you are doing.You are using vanilla textures to re texture ?In what way. Are you using textures from say one set of armoron another armor ? Are you extracting the textures to a folder ?If so what is the file path in NifSkope. It must start with Textures, not Oblivion or something else.If you are extracting the textures and not altering them then you will not needthem on the other computer if the texture path is correct as it should be made to point tothe same original location it came from. Or are your altering the UV maps ? If so then once you have used the texture to see whatyou are doing in the alteration and saved the Nif they will no longer be required as long as the file path stays with the games original location. What does your esp do? Whatever it is the esp should work on the other computer as wellas long as the games are both patched the same. If not no mod would work off the original machine.
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