Glenn1990 Posted April 10, 2011 Share Posted April 10, 2011 (edited) So I've been working on a mod and I've been changing the textures on all the walls, floor etc.. Its been really easy so far: - Extract the .nif I want to retexture- Copy and rename it- Use Texture Replacer/NifScope to change the assigned source texture- Add a new asset in the CS and use the new copied .nif Great, now I have a new model in the construction set that looks exactly like the original, but the texture is different. Whats more is that the old model still exists, so changes are not made throughout the whole world. However, when it came to changing the texture of a rat, I hit a huge road block.Changing the rat's base texture is very simple, however the problem is that when I change it I can only change it for EVERY rat within the game. Which isnt good. It seems as if every rat works from a file called 'skeleton.nif'. Found within the 'Rat' folder. Written into this file (although using NifScope i cant see where) is what component .nifs make up the rat.For example in the case of the rat. It is made up of:Rat.nifHead.nifEyes.nifMange.nif And this is where my problems begin. I can change the textures for each of these component .nifs to change the texture of the rat. However I cant make a copy of these and rename them (as with the wall and floor .nifs), as the file names are defined within the 'skeleton.nif'. Could anyone help me understand how I can change the texture of a rat WITHOUT changing every rat within the game. Thanks. Edited April 10, 2011 by Glenn1990 Link to comment Share on other sites More sharing options...
Telyn Posted April 10, 2011 Share Posted April 10, 2011 I don't know how to retexture animals yet, but I imagine whatever this mod does would work for you. Hope it helps.Creature Diversity:http://www.tesnexus.com/downloads/file.php?id=26634 Link to comment Share on other sites More sharing options...
Glenn1990 Posted April 10, 2011 Author Share Posted April 10, 2011 Not quite what i'm looking for. Looking for more a case of a tutorial. Link to comment Share on other sites More sharing options...
Telyn Posted April 10, 2011 Share Posted April 10, 2011 I was thinking you could open it in CS and check the settings. Link to comment Share on other sites More sharing options...
Hickory Posted April 11, 2011 Share Posted April 11, 2011 What's wrong with using the same method that is used for NPCs? Folder structure separation, creating new rat 'races' or sub-species in the CS? Each will have their own texture. \meshes\creatures\rat\white\\meshes\creatures\rat\black\\meshes\creatures\rat\brown\ Link to comment Share on other sites More sharing options...
Glenn1990 Posted April 11, 2011 Author Share Posted April 11, 2011 What's wrong with using the same method that is used for NPCs? Folder structure separation, creating new rat 'races' or sub-species in the CS? Each will have their own texture. \meshes\creatures\rat\white\\meshes\creatures\rat\black\\meshes\creatures\rat\brown\ Hmm, this sounds promising. However the 'Rat' folder, as far as I can tell, is the final subfolder for which the rats model resources are kept. Could you explain this further? Thank you. Link to comment Share on other sites More sharing options...
Hickory Posted April 11, 2011 Share Posted April 11, 2011 What's wrong with using the same method that is used for NPCs? Folder structure separation, creating new rat 'races' or sub-species in the CS? Each will have their own texture. \meshes\creatures\rat\white\\meshes\creatures\rat\black\\meshes\creatures\rat\brown\ Hmm, this sounds promising. However the 'Rat' folder, as far as I can tell, is the final subfolder for which the rats model resources are kept. Could you explain this further? Thank you. You create your own 'species' subfolders within the 'rat' folder, as shown. Copy the rat nifs to each folder, and edit them to point to different textures. You then create different rat 'species' within the CS, pointing each new species' body to the new nifs. Link to comment Share on other sites More sharing options...
Telyn Posted April 11, 2011 Share Posted April 11, 2011 Creature Diversity does it a bit differently by using a directory meshes\Creature Diversity\rat and putting all the alternative rat nifs and .kf files and an idle animations subfolder into that directory so it has head01. nif, rat01.nif, mange01.nif etc for rat types 01-14. It doesn't have a subdirectory for each rat type. Then in textures\Creature Diversity\rat it has all the .dds files numbered the same way. So I guess there are several ways to do this. Am guessing they did it that way to make uninstalling a little easier for people who hand install and uninstall. Hickory's method makes sense, too. Link to comment Share on other sites More sharing options...
Glenn1990 Posted April 12, 2011 Author Share Posted April 12, 2011 What's wrong with using the same method that is used for NPCs? Folder structure separation, creating new rat 'races' or sub-species in the CS? Each will have their own texture. \meshes\creatures\rat\white\\meshes\creatures\rat\black\\meshes\creatures\rat\brown\ Hmm, this sounds promising. However the 'Rat' folder, as far as I can tell, is the final subfolder for which the rats model resources are kept. Could you explain this further? Thank you. You create your own 'species' subfolders within the 'rat' folder, as shown. Copy the rat nifs to each folder, and edit them to point to different textures. You then create different rat 'species' within the CS, pointing each new species' body to the new nifs. Worked an absolute treat. Thank you very much. Link to comment Share on other sites More sharing options...
Telyn Posted April 12, 2011 Share Posted April 12, 2011 Congratulations. Will we be seeing these rats soon? :) Link to comment Share on other sites More sharing options...
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