KimberJ Posted November 30, 2015 Share Posted November 30, 2015 (edited) What happened was I set paths that made the prewar player house use wasteland textures. I got no idea why it didn't work. Nifscope had the paths set correct, an I even tried all lowercase, for some reason some of them had capital letters, even the vanilla paths. In other meshes no texture set is displayed, an at least appeared to be on shapes, which was really weird. Anyway in the game it still used the default textures. So I went to use an optional replacer texture set that NMM can handle for us, still working on that. Someone mentioned how different it was but we were not really clear about it. From what I can tell... *update* Material Swap (thanks) further info @ - http://forums.nexusmods.com/index.php?/topic/3473725-bdsm-format/?hl=%2BbgsmMaterial Editor - http://www.nexusmods.com/fallout4/mods/3635/?FO3/FNV modders, texture application changed, who knew? Guess we didn't mess with that in Skyrim. :o No worry, you can mess with it now. 1. Settlement build mode uses collision meshes to restrict it, but asset forms have properties that can be added as well (To Static mesh in .esp/.esm) such as overlap, or maybe stacking, to put adjustments on buildmode assets without fooling with collision. 2. Using ghost meshes where either the shapes were removed or the collision, in order to maintain the same vanilla build mode, though might only be particular to taking prewar houses an moving them into the wasteland. 3. Chuck Steel (Thanks, see below in post) mentioned it wasn't all that bad with branch cut/paste I think, don't remember an there wasn't detail. 4. Niftools mentioned some thingsRelease - https://sourceforge.net/projects/niftools/files/nifskope/Forum - http://niftools.sourceforge.net/forumIssue reporting - https://github.com/niftools/nifskope/issues 5. Not registered in windows, can't set as a default program for .nif, meaning launch, open, point Edited November 30, 2015 by KimberJ Link to comment Share on other sites More sharing options...
drail1602 Posted November 30, 2015 Share Posted November 30, 2015 Texture paths are rarely set by the nif, they are set by the esm. You should be able to set the path by editing the texture set with xEdit and generating an esp. Link to comment Share on other sites More sharing options...
chucksteel Posted November 30, 2015 Share Posted November 30, 2015 If you look at my BobbleHats mod you can see I've had a lot of success with cup paste now. when pasting in a new branch you'll find that the new branch takes on the string text of what it's being pasted into. You will need to edit the string text for the new block back to the original text. Also the first sub-block (Not in Nifscope and don't remember the name off the top of my head) Needs it's String text edited to the vanilla forms Materials properties. If you don't do this the new blocks will take on the base forms textures or even a pink (what I assume is the new Missing texture Indicator) texture. You will notice even before editing the string text if you look at the texture paths they will seem to be correct. Hope that helps, This has all been trial and a lot of errors for me. Link to comment Share on other sites More sharing options...
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