ZombieData Posted April 30, 2016 Share Posted April 30, 2016 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 itemI 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. Link to comment Share on other sites More sharing options...
VIitS Posted April 30, 2016 Share Posted April 30, 2016 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. Link to comment Share on other sites More sharing options...
ZombieData Posted May 1, 2016 Author Share Posted May 1, 2016 Here are screens Thanks for your insight Link to comment Share on other sites More sharing options...
VIitS Posted May 1, 2016 Share Posted May 1, 2016 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. Link to comment Share on other sites More sharing options...
ZombieData Posted May 1, 2016 Author Share Posted May 1, 2016 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. Link to comment Share on other sites More sharing options...
Ethreon Posted May 1, 2016 Share Posted May 1, 2016 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 ? Link to comment Share on other sites More sharing options...
TrickyVein Posted May 1, 2016 Share Posted May 1, 2016 It's an issue with the CK where material swaps do not appear in the object template preview window, so test in-game to make sure it's working. Link to comment Share on other sites More sharing options...
ZombieData Posted May 2, 2016 Author Share Posted May 2, 2016 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.BGSMarmor/gasmask/gasmask_electricblue.BGSMarmor/gasmask/gasmask_vaulttech.BGSM Link to comment Share on other sites More sharing options...
GrumpyTanky Posted May 3, 2016 Share Posted May 3, 2016 (edited) 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 May 3, 2016 by -=2RTR=- Somnus Link to comment Share on other sites More sharing options...
VIitS Posted May 3, 2016 Share Posted May 3, 2016 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. Link to comment Share on other sites More sharing options...
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