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Howto get other clothing into the game


cramlow

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So, I have these meshes and textures modders have provided as a resource and I'm not sure how in GECK to get them into a container or, better yet, the players inventory. Can someone please enlighten me as to how I would add, say, Jill's outfit or nay outfit into a players inventory please? I'm only talking meshes and their corresponding textures...

 

Thank you!

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Dork!

 

 

 

hahahha

 

 

kekekekeke

 

 

 

 

naw I'm just kidding

 

 

 

 

 

 

 

 

DORK!

 

 

okay okay

 

 

I'm sorry

 

 

 

keekekekkekeke

 

 

 

 

Let's see, what would I do... hmmm

 

 

 

Well if I were going to do any work on it.

 

 

I use paintnet for the textures, DXT-1 for base textures for the 8:1 compression it offers, then DXT-3 DXT-5 for compressing normal maps

 

I created with Gimp, (Gimps normal maps are usually 4Mb, paintnet can shrink it to 1Mb) Mind you that you can't use DXT-1 for normals.

 

Paintnet is free, an loads up fast, does all the same stuff the others do, except that it doesn't need a plug in or converter to edit .dds

 

it actually will convert anything to .dds in realtime, copy paste copy paste all you want, many other tools, 3000 or so user made plug ins.

 

 

 

 

Gimp is large an hard to use, it does more advanced stuff with textures, for one it will create a normal map, in a fraction of the time

 

it would cost someone to actually make full out normal map, we just use estimated normal maps. The normal maps give more detail to

 

the 3D mesh, an also some detail to the texture, so they are important, kind of hard to figure out how to make the normals, but once you do

 

it's like 4th of July, yay, fireworks woo hoo... I only use Gimp to create normal maps, everything else I do with paintnet.

 

 

 

 

Nifscope will edit a 3D shape, and do pretty much everything. Advanced stuff is just hard in any program you use, but

 

the other mesh editior is blender which can make simple jobs hard to figure out. I never figured out blender an probably won't try.

 

Maybe though. It's not like you can't run around all day long making mods, by changing things that have already been made.

 

You get into the paintnet, GIMP, Blender, NIfscope, and more on the GECK main page...

 

 

 

 

You got to at least learn how to use FO3edit, because it's not always ideal to view or fix things with GECK because of the long load up time.

 

 

 

 

 

 

From there, you have the textures, an models.

 

 

You open GECK I reckon.

 

 

I'm just guessing but I think for something like an outfit, just click on another outfit

 

then change the FORM ID first, so that it won't replace anything, then change the In Game name.

 

Then set up the stats you want it to have.

 

 

Then there will be male an female bioped models or something which you edit and make point to where ever you put the model.

 

 

 

 

The textures are set up for a certian folder path, like textures/mymod/jilloutfit/jilloutfit.dds

 

which is contained inside the .Nif itself, now That's the best way to apply a texture, just because it's less work.

 

Once you get good at it, you don't even have to think while you are doing it. However there is another method

 

which is by creating alternate textures via the GECK, inside the GECK there is a list of textures, which you click on one

 

change the form ID an then make it point to where you stashed the textures. Click okay create new form id. an bam

 

 

But this method of alternate textures is only good for really two things.

 

 

1. if you have one mesh an 30 different textures for it

 

 

2. if you have both high res an low res textures, from being a dork an following the same rules as bethesda

I.E. 1stpersonweapon textures in 1024x1024, then 3rd person textures at like 512x512 or less

Which is like a saving system resources idea.

 

 

Now me, I don't really use world models or 1stperson models so I just cut my work in half, right there.

I make a gun, then that model is 1024x1024 but at a high compression so that it doesn't eat up grapical memory like fat albert eats

cheese burgers at mc donalds. You can put a whole poop load of high res things in a cell before it starts effecting FPS.

 

 

 

 

 

Okay so the correct way to make sure your textures are in the right spot is best done with nifscope.

 

Basicly somewhere in the lines an lines of things you'll never figure out when viewing a mesh for the first time

 

inside nifscope, there's a BS-shader-texture set or something or another.

 

 

There's two ways to get to it, but you have to set up your nifscope first.

 

 

 

For one thing you have to tell nifscope where to look for textures.

 

There's a resources thing in there somewhere which you set to auto detect

 

then in the view tab I think is one called render, maybe it's render settings Idk

 

it's the options, in there is the folders which it looks for textures in, the trick is though

 

that it will only look at a data folder, so in my case I have the fallout 3 data folder at

 

D:/bethedda/fallout3/data, then I have the data folder I work out of an create stuff

 

which is on the desktop, C:/documents and settings/username/desktop/data

 

 

If nifscope wasn't set up to look here it wouldn't apply any textures, an if the auto detect resources

 

wasn't checked an ran, then it wouldn't do some other things I probably never notice anyway.

 

 

 

To set up texture paths, you need to have the block list, an block details checked in the view tab...

 

Then, I switch between view blocks in list an view blocks in tree depending on what I'm doing.

 

If you pick show blocks in list in the view tab, then move the slider that is the most close to the name

 

in the block list, you can set it just right so it makes everything end in ... except for the parts that

 

say texture set, so down the right side of the block list (which is on the left side of the screen)

 

Everywhere there is a texture, it sticks out...

 

 

 

 

somehting blah.....

BS-shaderTexture Set

somehting blah.....

somehting blah.....

somehting blah.....

BS-shaderTexture Set

somehting blah.....

somehting blah.....

somehting blah.....

Your mom is a.....

BS-shaderTexture Set

 

 

 

From there it's only a matter of clicking on the parts that say texture set

 

then it puts them into the block details (at the bottom of the screen)

 

which you click the plus, which opens up the interface for setting texture paths

 

Double click on one, then it selects all, which you can delete, or push the right arrow

 

on the keyboard to deselect all, then backspace to the part you are still going to use

 

so you don't have to type that part.

 

 

 

Mind you it's not case sins or whatver, you can type the whole thing in lower case

 

an the texture, an folders are all upper case, Nif scope doesn't care, so I just type it

 

in lower case, but here's the important part

 

 

once you type that poop out, you have to put the file type at the end,

 

which fallout uses mostly all .dds from it's high performance

 

So typically it looks like this

 

 

textures\armor\niceshitIstoleofftheinternet\JillOutfit.dds <----.dds at the end of them all or it won't see it.

 

 

Then also normal maps we always make them the same name, but with a _n added, meaning normal

 

some doob might not do this though, making things harder....

 

 

But if they are the same, once you put the base texture in, just double click it again an then copy that

 

double click the one below it, and paste, then use the left arrow key to move back a few spaces an

 

put the _n an hit enter

 

so the normal map part of the texture thingy

 

looks like

 

 

textures\armor\niceshitIstoleofftheinternet\JillOutfit_n.dds

 

 

 

rather than type out all that...

 

 

 

So it should look like

 

 

textures\armor\niceshitIstoleofftheinternet\JillOutfit.dds

textures\armor\niceshitIstoleofftheinternet\JillOutfit_n.dds

 

or you know whatever the name

 

 

 

But what's this there's like 5 spots in this interface for textures

 

 

 

yeah, you see _G which means glow or glow map, it's a map that causes the item

 

to have a glow around it, how cool

 

 

then you'll see some _m for mipmap, but it's better just to create mipmaps in the base texture

 

when you save it, by checking create mipmaps

 

There's also a spot for effects...

 

For the most part you just use the first two spots...

 

 

Once that's done just just save as the nif, nif scope will only save as, so you have to hit yes to overwrite

 

Then in my case I'm done, so I move my things from my fake data folder to the real fallout 3 folder following the same path

 

 

 

 

 

 

Stuff like hats, can be more tricky, there's facegen data, an biop stuff, without that the cool hat or glasses ect. will

 

render sideways on your head, which you fix in GECK, search hat on nexus to learn how.

 

 

 

Then there's always the tutorials for this kind of thing, but I can hardly suffer them, It's not that hard to just keep messing things

 

up over and over until you figure out how it works, unless you just want to follow a tutorial, which if I really want to learn something

 

I go to the tutorials, but when you just start out, most times you don't even know enought to get thru the tutorials. The GECK main page

 

always helps, or even Nexus, there's only about a million or so things you can learn here...

 

 

 

 

Good luck catching your hard drive on fire...

 

 

 

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