seekingthesun Posted April 8, 2016 Posted April 8, 2016 I'm working on a cut content restoration mod and I'm having a problem and I think it has to do with material swaps. I'll describe the problem here first. I have an item i've restored and I have placed it in a cell. The issue is that the texture of the object, as it appears in the game as a free object looks like the MODL modelfilename and not like the swap material that I've plugged in. What do I have to change in order to get an object I've added as a reference to appear with a specific model/texture?
Ethreon Posted April 8, 2016 Posted April 8, 2016 Purpose of material swap is to only create one model and apply swaps to make it look different. You should either use existing ones, or create your own using one of the many material swaps provided by the game.
seekingthesun Posted April 8, 2016 Author Posted April 8, 2016 So what is it doing? Is it swapping out just the texture? does it change the model?
Ethreon Posted April 9, 2016 Posted April 9, 2016 Just the material, which controls the texturing and appearance of the model. Not the model itself, that remains unchanged.
cosmat Posted April 9, 2016 Posted April 9, 2016 Just the material, which controls the texturing and appearance of the model. Not the model itself, that remains unchanged. I've been wondering about this too...so "material" changes affect things like what? object transparency, wet/dry look? stuff like that?
EmissaryOfWind Posted April 9, 2016 Posted April 9, 2016 Yes, material files control things like textures, transparency, glossiness, glow, reflectiveness, etc.
Ethreon Posted April 9, 2016 Posted April 9, 2016 Yup. Get material editor and it will let you see all the options available to change inside it.
seekingthesun Posted April 9, 2016 Author Posted April 9, 2016 Okay so I think that I have the material swap pointing to the right thing, but that's as far as I can see. How do I make sure that a material swap is retrieving the right DDS file?
EmissaryOfWind Posted April 9, 2016 Posted April 9, 2016 What you'll want to do is duplicate the original material, open it in material editor, change the file paths to point to your textures, save, and create a material swap that swaps the original material with the one that you just created. Then, you'll need to reference your material swap right under the base mesh in your esp.
MLeonhardt Posted April 9, 2016 Posted April 9, 2016 Doesn't it also affect the impact sound when you smack it into stuff?
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