FlamingMeat Posted January 27, 2016 Share Posted January 27, 2016 Hey, I wanted to apply the LandscapePreWarWildGrass01 and LandscapePreWarLawn01 texture to all the "Grass Mound" Static objects. How would I do this considering they don't seem to draw their textures from "Landscape Textures", rather from their model filename (if I'm not mistaken)? Do I really need to open up each one and edit them individually using nifscope and photoshop? Are there any good tutorials on this? Any help is super appreciated and I'll release it with my Placeable Grass mod. Link to comment Share on other sites More sharing options...
tomomi1922 Posted January 27, 2016 Share Posted January 27, 2016 I do not have experience in particular landscape texture. But hope you don't mind that I chime in: the easiest way I would go with is either copy or symlink the Prewar texture to replace the postwar counter part. This will, however, replace all items that pointed to this postwar texture. But knowing FO4, the path is just more complicated as .nif doesnt always point straight at 1 static texture file but can be pointing at several material files with all kind of texture reference. Some of the outfits in FO4 uses 1 .nif file but point to 2 completely different textures (Army Fatigue and Dirty Army Fatigue). So more or less they do point at some texture, you just have to dig harder to find the link.Hope I did offer some help. Link to comment Share on other sites More sharing options...
FlamingMeat Posted January 27, 2016 Author Share Posted January 27, 2016 Which program are you suggesting I link the two textures? FO4Edit or Nifscope? I have limited experience with nifscope and what you're detailing seems like you're talking about replacing the textures in FO4Edit, which I have already done and they don't apply to those constructable static objects. I have been talking with the creator of "New Landscape Grass" and what he did for his mod in no way works for this application unfortunately. Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 27, 2016 Share Posted January 27, 2016 FO4 Introduces a material swap option you could use. You would need FO4Edit and Material EditorMaterial files (.bgsm) contain textures (and alot of other things). Using material editor you could copy and create a new .bgsm with the texture you want to switch out. Then create a Material Swap (MSWP) with your .bgsm and link it to the static(s). Link to comment Share on other sites More sharing options...
FlamingMeat Posted January 27, 2016 Author Share Posted January 27, 2016 I was sure material swapping only affected the sheen or literal texture of it, not the appearance. I'll look into it. Link to comment Share on other sites More sharing options...
FlamingMeat Posted January 27, 2016 Author Share Posted January 27, 2016 Yeh I just confirmed what I already thought, I've used that tool a bunch prior and didn't think it functioned that way. Thanks for the effort though. Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 27, 2016 Share Posted January 27, 2016 (edited) I use material swaps for several of my mods to change the appearance of fusion cores, workbench's, and a few other things that had a .nif already present I wanted use. Suppose it depends on how/what you're applying it to. Edit- For instance if you look at FormID 0010040C and some of the other billboards (that are static items), they use a MSWP to change some of the billboards from NukaCherry to SlocumsJoes and others. Edited January 27, 2016 by lilkandeekid Link to comment Share on other sites More sharing options...
FlamingMeat Posted January 27, 2016 Author Share Posted January 27, 2016 Ohhhh, you can do that? So I'll need to make a Material Swap record for all of them or...? Because they don't have anything alocated in their 'MODS' row in FO4Edit. See FormID 0010040C For one of the mounds I am working with if you want. How would I find the .bgsm file it uses? If it even has one. Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 27, 2016 Share Posted January 27, 2016 The .bgsm's seem to be located in Materials\Landscape\Grass and Materials\Landscape\Ground.You can go threw the .nifs in Nifskope to see what .bsms they are using, it will be listed under the BSLightingShaderPropertyYou'll need to make a MSWP for each .bgsm that needs to be switched, so hopefully multiple mounds use the same .bgsm's ;) Link to comment Share on other sites More sharing options...
FlamingMeat Posted January 27, 2016 Author Share Posted January 27, 2016 Kill me now. LOL. So I just extract them using BAE? And then open them using that utility and just copy over them with the intended replacement... I assume thats the correct course of action so I'll get started I guess. Link to comment Share on other sites More sharing options...
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