shaggy08251993 Posted December 13, 2015 Share Posted December 13, 2015 I'm trying to add a "gas mask filter" item for a mod that functions like radaway. I think the Buffout bottle has a good model for a gas mask filter. My question is, when in FO4Edit and I create a whole new entry for the gas mask filter, I was going to point the model direction to the already-existing buffout.nif. Doing this though, how to use the new textures for the gas mask filter item, instead of replace the texture of the Buffout bottle? Link to comment Share on other sites More sharing options...
Sdesser Posted December 13, 2015 Share Posted December 13, 2015 What I did in Skyrim was: Copy the model (nif) over to a renamed version of it and attach your new texture to that model and then make your newly created item use the new model you copied under a new name. *Edit: You might actually need nifskope for this (to point the model to use your own textures). Not sure if it's out for FO4 yet. Link to comment Share on other sites More sharing options...
jayasafunctionofe Posted December 13, 2015 Share Posted December 13, 2015 You might be able to make a copy of radaway, point it to the NIF for buffout and then assign a "MODS - Material Swap" to get it to look like a gasmask canister. Your resulting ESP would have an ingestible item (the canister) and a Material Swap item. If you wanted to make it craft-able you'd also need a Constructable Object item. For the material swap itself, you'd need a MSWP item in the ESP that has the original BGSM specified in the object NIF, and the BGSM it should be replaced with. On the file system you'd need to create a BGSM under \Materials\ and a DDS under \Textures\ for your modded item. The "Clean Vault 111 Jumpsuit" (ID: 000976b7) shows an example of how the Material Swap works. Link to comment Share on other sites More sharing options...
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