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Posted

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?

Posted

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.

Posted

Just the material, which controls the texturing and appearance of the model. Not the model itself, that remains unchanged.

Posted

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?

Posted

Yup. Get material editor and it will let you see all the options available to change inside it.

Posted

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?

Posted

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.

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