Descivii Posted January 31, 2016 Share Posted January 31, 2016 Ok, So I retextured the M2216 ( http://www.nexusmods.com/fallout4/mods/8807/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D8807%26preview%3D&pUp=1 ) but when I got to retexturing the scope and suppressor, in Nifskope the new textures show correctly and have the changed paths set but when I play the game the new textures do not show for the suppressor or scope. The suppressor and scope from M2216 use the game's textures from Combatshotgun suppressor and Machinegun scope. I have retextured them but tried giving them new names (M22supppressor_d and M22scope01_d) and placing them in M2216's texture folder then pointing Nifskope to them and it works in Nif but not in game. I have also tried keeping the original names (shotgunsuppressor_d and machinegunscope01_d) and placing them in M22's texture folder but that again worked in Nif but not in game. I do not want to simply change the original scope and suppressor because it is a retexture that only looks appropriate on my M22 retex but would not on all guns. Please, any help is appreciated J. Link to comment Share on other sites More sharing options...
Junnari Posted January 31, 2016 Share Posted January 31, 2016 I'd assume that the material is still overriding the settings you made in Nifskope, so you'd need to make copies of the original materials, change the textures in them and assign them to the .nifs. This is easiest to do with Material Editor: http://www.nexusmods.com/fallout4/mods/3635/? Link to comment Share on other sites More sharing options...
Descivii Posted January 31, 2016 Author Share Posted January 31, 2016 When I check BGSM in Mat Editor it only has the textures for the gun itself. The M2216's mesh folder has the various scopes and suppressor nifs and they point to the vanilla game textures. My goal is to have textures for M2216's suppressor and scopes separately from the vanilla gun's texturesAny ideas?ThanksJ. Link to comment Share on other sites More sharing options...
Junnari Posted January 31, 2016 Share Posted January 31, 2016 You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope. Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 31, 2016 Share Posted January 31, 2016 You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope. Using a material swap in FO4Edit would be easier and save file space I think. Link to comment Share on other sites More sharing options...
Descivii Posted January 31, 2016 Author Share Posted January 31, 2016 You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope. Thanks for your help; I now have a suppressor that uses its own textures and does not bother the vanilla textures for vanilla guns. You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope. Using a material swap in FO4Edit would be easier and save file space I think. Thanks for the suggestion; Im gonna look at that anyway and see if I can learn an alternate route just in case for future projects Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 31, 2016 Share Posted January 31, 2016 Material Swaps are FO4's new way of switching textures on things with the same mesh/model, definitely worth getting familiar with. Link to comment Share on other sites More sharing options...
Descivii Posted January 31, 2016 Author Share Posted January 31, 2016 Material Swaps are FO4's new way of switching textures on things with the same mesh/model, definitely worth getting familiar with.How do I do that? Load FO4 and the M2216 file? then what? Link to comment Share on other sites More sharing options...
ad3d0 Posted January 31, 2016 Share Posted January 31, 2016 Material Swaps are FO4's new way of switching textures on things with the same mesh/model, definitely worth getting familiar with.How do I do that? Load FO4 and the M2216 file? then what? Firs you need to add your own material swap http://i.imgur.com/3K5zYzX.png Then you edit it to add swap records, you can add them as many as you need. http://i.imgur.com/WydUuBF.png Lastly, you reference it in your weapon. http://i.imgur.com/NGVJRxf.png Thats all in basic ;) Link to comment Share on other sites More sharing options...
Junnari Posted January 31, 2016 Share Posted January 31, 2016 You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope. Using a material swap in FO4Edit would be easier and save file space I think. You'll still need to make the .bgsm material to swap into, and whilst this saves you bit of space, the size of the .nif is usually up to 100KB, meaning that it doesn't make too much difference. Link to comment Share on other sites More sharing options...
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