FuzeTek Posted December 5, 2010 Share Posted December 5, 2010 Does anybody know if the texture paths have to be on the C: drive for them to work for other people. My mod is installed on my E: Drive and all the texture paths for my custom models point to E in Nifskope. If someone installs my mod in the default Location will all the textures be broken? Link to comment Share on other sites More sharing options...
Samustus Posted December 5, 2010 Share Posted December 5, 2010 (edited) Does anybody know if the texture paths have to be on the C: drive for them to work for other people. My mod is installed on my E: Drive and all the texture paths for my custom models point to E in Nifskope. If someone installs my mod in the default Location will all the textures be broken? Interesting question. :) In Nifskope, you have an E: path, BUT, the path should point to a folder called 'Data' and within that folder should be 'Meshes' and 'Textures'. If that's true, then it doesn't matter which drive the game is played on. See, in a model you have one or more BSShaderTextureSet(s), and in that sub directory you have texture locator that you point to a Texture.DDS file. What the pathing should be, and only be like is "textures\furniture\chair.dds", for example. Wherever the game is installed the model pathing will automatically be set to within the 'Fallout3/Data' folder and your Nif model runs from '\textures\' or '\meshes\'. So you're fine. Just make sure your textures have a neutral path similar to the above. All is well :) Edited December 5, 2010 by Samustus Link to comment Share on other sites More sharing options...
FuzeTek Posted December 5, 2010 Author Share Posted December 5, 2010 Awesome Thank you very much, makes me feel better knowing I wont have to change all my paths. ^_^ Link to comment Share on other sites More sharing options...
rainrtw Posted December 10, 2010 Share Posted December 10, 2010 The only thing I would add to that, is to check back with the Niftools site from time to time to see if your nifscope is up to date. I've been told different versions have different behavior when you click that little icon to pick a texture in the BSShaderTextureSet data block. The current one doesn't seem to accidentally add E:\BLAH to the path but I think certain old versions did. Like samustus said, it is always a good plan to direct your eyes at the texture path and make sure is just \textures\BLAH but it is nice if the version of nifscope you have does that bit for you. You might also have to set your Texture Folders for this to work automatically though Also in nifscope open the Render menu and head down to settings. Then in the Texture Folders -> Custom section add a folder path that points to your game's Data folder. Then in the File menu head to Resource files. Then hit add, and navigate to your \Data\Fallout - Textures.bsa file and add it. This way any time you load meshes you are working on it automatically loads the textures on them even if they are in the main BSA. This is pretty handy when you keep all you 'in progress' meshes and mod resources in a separate directory, in order to keep them organized and to avoid any accidental overwriting of things in your actual data folder while you work on your mod. Link to comment Share on other sites More sharing options...
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