SnakeSlippers Posted February 18, 2016 Share Posted February 18, 2016 (edited) I'll probably post all my questions here in one nice little post. Maybe other people can find the answers they are looking for as well. I downloaded some mods for the meshes and some parts have "go" on the end. What is the difference, and what does it do? Ex.. Bandana, Bandanago And I'm pretty sure when it ends with _m or _f, that means male and female right? I just want to make sure of everything before I dive to deep into this mod. And.... When placing a creature in the world what's the difference between putting in the actual animal you can see in the GECK compared to placing the white M marker thing that spawns that animal? Edited February 18, 2016 by SnakeSlippers Link to comment Share on other sites More sharing options...
Deleted1205226User Posted February 18, 2016 Share Posted February 18, 2016 go = world model (the version of the object the player can throw in the world in opposition of equipping). You guessed it right for _f or _m. I'm waiting for someone else to answer the third question, as I like to know more about it myself. Link to comment Share on other sites More sharing options...
Jokerine Posted February 18, 2016 Share Posted February 18, 2016 (edited) The M marker is for leveled actors, so you can have different levels/types appear at random. Pix got the rest already :) Edited February 18, 2016 by Jokerine Link to comment Share on other sites More sharing options...
sullyvanj93 Posted February 18, 2016 Share Posted February 18, 2016 The M marker is for leveled actors, so you can have different levels/types appear at random. Pix got the rest already :smile: Exactly. Lets take the fiend's territory for instance. If you go into the area in the geck, there are no visible NPC fiends. Except the named ones, but they don't count here. For the most part all you see are those white Ms. Now each time those Ms respawn, they have the chance to be another fiend of varying levels/stats so they aren't an exact carbon copy every time. It's like putting leveled armor/weapons in an inventory rather than a specific gun and outfit. Gives more variety as the game goes on. Link to comment Share on other sites More sharing options...
SnakeSlippers Posted February 18, 2016 Author Share Posted February 18, 2016 Man this community is awesome lol quick and helpful. I figured out the go part last night actually, it looks to be the folded up version in the world. As the M marker goes, if I put the whole area full of M markers of a enemy, that will make them random everytime I go in that area compared to just putting the actual enemy I see in the GECK. Thank you everyone for the quick answers. Too bad there's no list or something somewhere that explains all the little things like this. Link to comment Share on other sites More sharing options...
Ladez Posted February 18, 2016 Share Posted February 18, 2016 The GECK wiki has some good info, though you have to search a bit to find it sometimes. :) Leveled actors are covered in one of the tutorials on the front page, I believe. Link to comment Share on other sites More sharing options...
SnakeSlippers Posted February 19, 2016 Author Share Posted February 19, 2016 I look through there here and there sometimes, but I don't know how to word my questions in a way google will find it lol Like I check nif files by double clicking on it in the mesh folder. Sometimes it will load with a dirt texture. Or all black. I know why for that. Why do some weapons and armor show up all blueish looking? Like just a normal map texture. Link to comment Share on other sites More sharing options...
Jokerine Posted February 20, 2016 Share Posted February 20, 2016 'Cause you don't have the texture paths set correctly in Nifskope, most likely. Are you sure they're correct? Link to comment Share on other sites More sharing options...
SnakeSlippers Posted February 20, 2016 Author Share Posted February 20, 2016 I don't put the texture folders in. That will be doubling my work lol. I just throw a nif I downloaded in the FNV mesh folder just to see what it looks like and then take it out for later use if I keep it. I knew the black and dirt textured nifs were cause of no textures, I didn't know the blue normal map looking texture was the same thing. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted February 20, 2016 Share Posted February 20, 2016 You can tell Nifskope where to look for textures. It can be texture of the Data folder and/or any other folder.I have Bsa extracted somewhere else. Nifskope point to it, so I can check vanilla model anytime without having My Data folder cluttered.Menu -> Render -> Settings, Rendering Tab Link to comment Share on other sites More sharing options...
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