Nadin Posted July 18, 2010 Share Posted July 18, 2010 Several .Nif file I'm using that apply to creatures have mismatched texture filepaths, but there doesn't seem to be a way apply a textures set to fix the problem. Is there another way to align the textures with the models, or am I missing something? Link to comment Share on other sites More sharing options...
pkleiss Posted July 18, 2010 Share Posted July 18, 2010 No you are not. AFAIK you can't apply texture sets to creatures. You must edit the nif directly. Link to comment Share on other sites More sharing options...
Nadin Posted July 18, 2010 Author Share Posted July 18, 2010 How would I go about doing this? Link to comment Share on other sites More sharing options...
pkleiss Posted July 18, 2010 Share Posted July 18, 2010 Using the CrFeralGhoul1A as an example, look at the model list tab on the creature's data page. There is a list of NIFs that can be used with this creature, the one that is used for the particular version has an "X" next to it. Go ahead and extract these NIFs from the meshes BSA into the proper creature folder and edit it with Nifskope. Look for the BSShaderTextureSet Nodes. Expand the tree (press the little "+" in the Block Details view. This will show you all of the texture paths and files used. There can be more than one BSShaderTextureSet Nodes, so you will want to check them all. All you have to do is click on the purple flowers to edit these fields and then navigate to the correct textures (.dds files). If the textures you want to use are vanilla ones, you will also have to extract them from the textures BSA and put them into the proper texture folders. If you are using user made textures, just point the paths in the NIF to these files. When you are done, save your work in Nifskope as a new NIF in the same folder as the other creature NIFs. Then go back to the creature page in the Geck and you will then see your new model listed on the Model List tab. Just de-select the current model and select yours. If you save the create at that point, you will change the textures for every instance of this creature in the game. If you give your creature a new ID and save, you will make a new creature that you must then place in your mod somewhere. Link to comment Share on other sites More sharing options...
Nadin Posted July 18, 2010 Author Share Posted July 18, 2010 Great! Thanks.I had tried that, but I only applied it to one of the BSShaderTextureSet node, which is the reason (I assume) it didn't work. Link to comment Share on other sites More sharing options...
pkleiss Posted July 19, 2010 Share Posted July 19, 2010 While most modders will tell you to view your nodes in a tree, I find that viewing them in a list is better for finding all of the BSShaderTexureSet nodes. Link to comment Share on other sites More sharing options...
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