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Custom Material Swap Issue - Creation Kit


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I have created some custom swaps for the "Gas Mask with Goggles" item.

  • I have keyword linked all the mods under ma_gasmask and attached to ap_armor_misc.
  • I have these tagged in the armor record for the item
  • I have followed the instructions here: http://www.nexusmods.com/fallout4/mods/9728/?, However, that tutorial was written for fo4edit

 

After spending some time fiddling and translating the form types for fo4edit for use in the creationkit, I believe I have completed everything necessary for my mods to show up in game.

 

The issue is with the object template in the armor record. I'm not sure how to configure it to allow my mods to show in-game. Currently, the gasmask is editable, but no mods (material swaps) show. I've peeked at the mining helmet for reference, but I'm not able to fix the issue.

 

My main question is: how can I update the object template (OBTE) in CK to make my mods show? It may have something to do with parts counts.

 

Thanks.

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As far as I know, OBTE is just used to make spawned versions of the item (like you would find on a raider) spawn with mods.

 

If you can't see any options when trying to mod it at the armor workbench, then your OMODs aren't set up right, or your COBJs for those OMODS aren't.

 

If you could post a link to your esp, or pictures (in FO4Edit) of an OMOD, it's corresponding COBJ, and the KWDA and APPR sections of the gasmask record, I might be able to help you more.

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Try deleting the Workbench keyword (BNAM field) from the COBJ record. Most (if not all) vanilla OMOD recipes don't have anything in that field. It seems putting the relevant ap keyword in that filed works as well (looking at Endors Custom Combat Armor mod), but it isn't needed.

 

Everything else seems to be set up properly.

 

One last thing: it's just an opinion, but I think it is a good idea to put the name of the mod (or at least the acronym for it) in the description of the COBJ record. It's not needed, but it helps mod users figure out what mod different things came from. Not a big deal here, but it's good to get in the habit.

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Thanks for your help.

 

I started over from scratch, and everything now appears to show correctly.

 

Now the issue is, that when I apply the mod, the material does not change. The BGSM files reference the correct textures, and everything seems to be in place. I'll tinker a bit more and add some screens.

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Thanks for your help.

 

I started over from scratch, and everything now appears to show correctly.

 

Now the issue is, that when I apply the mod, the material does not change. The BGSM files reference the correct textures, and everything seems to be in place. I'll tinker a bit more and add some screens.

what are your material paths ?

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Thanks for your help.

 

I started over from scratch, and everything now appears to show correctly.

 

Now the issue is, that when I apply the mod, the material does not change. The BGSM files reference the correct textures, and everything seems to be in place. I'll tinker a bit more and add some screens.

what are your material paths ?

 

 

armor/gasmask/gasmask_white.BGSM

armor/gasmask/gasmask_electricblue.BGSM

armor/gasmask/gasmask_vaulttech.BGSM

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Same issue... Can't get my renamed models to accept the new textures...

 

I went into Nifskope and manually edited the materials paths... but, I'm just getting pink textures... Or default ones on my stand alone models...

 

I was hoping the CK would have had a system for sorting this out... Using the external material editor seems a bit off... Maybe I just haven't found the internal one yet...

Edited by -=2RTR=- Somnus
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The material paths can be very picky. Some common mistakes are:

1) not including the base materials folder (i.e. Materials\SetDressing\Boats\BoatMetal01.BGSM, where in FO4Edit/possibly the CK it would be listed as SetDressing\Boats\BoatMetal01.BGSM, with the game knowing to look in the materials folder by the sub-record type)

2) using a / instead of a \

3) having a space at the end of the string

 

It seems a bit ridiculous that the last two can cause a problem, but they are probably the most common cause from what I have seen. If none of those are the cause, you might have something off with the texture paths within the material files.

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