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Help with creating a patch for Texture X to display in Mod Y


Thom293

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Ok, Ive kinda done this before with FNV, but it was a few years ago and my memory isnt what it used to be. If there is a tutorial somewhere even a reference to that would work.

 

So, I have overhaul mod Y (FWE actually). I dont want to change anything with its armor/weapon stats, etc.

 

I also have armor replacer mod X (t6m Armor replacer + two smaller separate T6M armor mods) that has armor textures AND stats and a couple of new armors FWE does not (and has a .esm and/or .esp).

 

So, what I want to do is Keep the FWE stats, but use textures from Armor Replacer X and add a few new armors from the Replacer X that are not included in FWE (so I think I still need the replacer .esm and .esp so they show up in levelled lists and vendors).

 

When I did something similar with New Vegas I did this by just placing the textures into the overhaul mod data files (e.g. overwrite overhaul mod texture with replacer mod texture in the data folder). However, I dont think I can do that anymore because I have a few new issues 1) FWE doesnt seem to have its own "mod" texture files in the data folder for me to overwrite and 2) I also want to add some new armors so I think I need the replacer esm and esp?

 

Is that correct?

 

If so, is this the correct procedure?

 

1. Created a bashed patch

2. Open patch in TESEdit (or FO3Edit? I cant tell which to use).

3. Make sure that the textures referenced by the FWE armors refer to the replacer mod Textures

4. And make sure the few new armors are also included alongside the FWE armors in the patch.

 

So the patch would be: FWE armors referring to replacer textures + few new armors with own stats and textures.

 

Does that make sense? I would love some advice before I spend a lot of time doing something wrong. I have some limited experience with TESedit and Wryebash, but nothing spectacular.

 

Thanks in advance.

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directly editing your bashed patch is not a good idea as you will lose your edits every time you regenerate it. It's better to "copy as deep override" with FO3Edit the records you want to preserve into a new .esp file that you put after the bashed patch in your load order. For example if you want to preserve the stats of a weapon modified by FWE but have it display the textures another mod gives it, you would copy as override the FWE weapon in your blank .esp then view the record and edit the texture paths with the ones in the other mod, you can do this as easily as selecting the value then slide it to your new esp.

 

This way I managed to create personal esp's that makes mods coexist that officially aren't even compatible, I just did this for Fallout New Vegas to Mikoto Beauty, Lings, T6M NPC's, Cross Wing Dolls and Mojave Delight to make the best npc edits from each mod work together, these mods are supposedly incompatible with each other, and they are indeed unless you roll up your sleeves and create the custom esp(s) that make them work together, kinda like the blackened patches for Fallout 3.

 

For Fallout 3 I did this for FWE, XCALIBR, CALIBR, Apocalypse Armory and 20th Century Weapons also. The Bashed patch from Wrye is a good tool but eventually it will respect the load order of your mods and the last mod loaded will win, this is a way to bypass that. For example you need to load XCALIBR before FWE in your load order or it will lead to crashes or errors, both mods have the bash tag "stats" so your bashed patch will respect load order and import the FWE stats last overwriting the XCALIBR ones, yet you prefer those ingame, only way to get them is to "overwrite" the bashed patch again with them with an esp you load after it, the same goes for all records, for all mods, well in general, if you don't know what you're doing you can create an esp that will just make your game ctd on load, when you create such an esp don't forget to sort it's masters in FO3Edit if you make overrides to several mods.

 

Edit: the only mods so far I found to be not able to co-exist no matter what are FOOK and FWE, don't try it, it's just not feasable. Also mods that edit the same worldspace or cell aren't easily made compatible without editing them in the geck and make a compatibility patch but that's a given.

 

I hope this somewhat answered your question, at least it should give you an idea on how to make preferential overrides possible ingame ( for your T6M armor you want to preserve etc)

Edited by Billy1969
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FWE does not have specific FWE texture files, but it does add texture files in the data\textures and the data\textures\armor folders. You just need to know the name of the armor you want to re-texture and then replace the corresponding files.

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Thank you both. This is the exact guidance I was looking for! It refreshes my memory enough that I think I can handle it now. Two follow up questions:

 

1. On the FWE armor mesh/textures. For instance, on the FWE website, it lists Combat Armor Mark II Heavy. I think this introduced in FNV. So shouldn't there be a custom entry in the mesh and texture folders ? I dont see it. Regardless, I am sure there are "how to replace armor" texture tutorials. Ill dig in those and see if I can figure it out.

 

2. Semi- related. Obviously I am using a T6M body. I see there are compatibility patches for FWE/MMM/PB/T3 so you dont have some funky looking raiders and/or "dark body" problems. I have been unable to find one for t6m. Would I fix this with wryebash too, or do my own esp with TESEdit? (I do have the blackened patches installed, but they dont fix the problem).

 

Thank you again for the help. I appreciate it.

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Well, looks like my question inspired someone because somebody put up a compatibility patch for T6M and FWE today. I wish they would have said something before I spent the entire afternoon making one of my own. ;)

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Thanks to the posters above that helped me out.

 

Just for educational purposes, here is what I did for my personal patch if it helps someone else. If I have gotten something terribly wrong, please someone feel free to correct me:

 

If you know how to do this already, I apologize, but here is what I did with my personal patch:
The T6M replacer has its own stats that dont jive with FWE. So, in FO3Edit, I created an auto patch, then went to FWE and highlighted the armors with conflicts and did " Deep copy into mod..." into my patch. Then you just go down to your patch and drag the FWE stat over to the far left into patch column. Then you will have the T6M armor meshes with the FWE stats. There were a couple of FWE textures that still overrode the T6M meshes, so I had to drag the T6Ms over in a few cases.
The same thing can be done with the T6M Jeans replacer and combat outfit, except since they dont have the FWE equivilants, you just have to highlight the entire sets of armor from them, "deep copy" into the patch and hand change the stats to be more FWEish. Usually it is just weight and AR stats (FWE AR and Weights are generally both larger), although some have different max quality settings too.
There may be a better way to do it And mine includes Project Beauty and MMM too where I fixed some textures for some of the raiders. I just did mine for personal use, but it is basically a compatibility patch for T6M, FWE, MMM and Project Beauty (The blackened patch did not fix all of the conflicts). I have it in my load order after the blackened patch. Seems to have fixed all of the PB problems I was having too.
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