Sakaslan Posted December 16, 2015 Share Posted December 16, 2015 So I'm trying to allow for some rudimentary landscaping by using a retextured wood/concrete floor foundation as a dirt "foundation". The texture works fine and I get what amounts to a big block of dirt in game, but I can't actually plant anything on it. I can't find anything in FO4Edit that looks like a flag or keyword for this purpose, so I figured it had to do with the material/bgsm associated with the nif. Nothing I've done so far in nifskope has worked. Thought someone might know what governs whether something is considered dirt or not. For reference, using shackmidfloor01foundation.nif I've done the following: * Changed the three BSLightingShaderProperty entries to point to "Materials\Landscape\Ground\CommonwealthDefault01_AlphaTest.bgsm" (same bgsm farm plot objects point to) *Also tried "Materials\Landscape\Ground\CommonwealthDefault01.bgsm" just in case.* Changed the Wet Material entries of the above to point to "Template/DirtTemplate_Wet.bgsm"* Changed the BSShaderTextureSet entries of each to point to "textures\landscape\ground\commonwealthdefault01_(d, n, and s as appropriate).dds" I'm not remotely any good with nifskope, but I don't see anything else that might be it besides the two collision objects labeled "c_Concrete" and "c_Wood". I went ahead and re-labeled them just in case but, as expected, that did nothing. Any ideas? Link to comment Share on other sites More sharing options...
zilav Posted December 16, 2015 Share Posted December 16, 2015 In FO4Edit landscape texture LTEX records reference Material Type MATT records, and those materials for dirt and grass has "Unknown 2" flag set, which probably means plantable material. Link to comment Share on other sites More sharing options...
Sakaslan Posted December 16, 2015 Author Share Posted December 16, 2015 Thanks Zilav. I'll see if I can do something with those. Link to comment Share on other sites More sharing options...
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