GrumpyTanky Posted May 4, 2016 Share Posted May 4, 2016 (edited) Skyrim was so easy... for adding new textures... I guess we'll get there in time... I've figured out that if your using an existing mesh you may be able to just material swap and make the mesh up-gradable like the base leather, combat etc... But, still farting around with it... Over complicated now, compared to skyrim... Edited May 4, 2016 by -=2RTR=- Somnus Link to comment Share on other sites More sharing options...
ZombieData Posted May 4, 2016 Author Share Posted May 4, 2016 Everything seems to be working except not showing in game... I'll try to research more. Link to comment Share on other sites More sharing options...
ZombieData Posted May 4, 2016 Author Share Posted May 4, 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. If you would like to peek at my esp, here's a link:https://onedrive.live.com/redir?resid=F07518FB3967CBED!109&authkey=!ABs7FNaaxs1BPqQ&ithint=file%2czip Thanks for you time Link to comment Share on other sites More sharing options...
ZombieData Posted June 17, 2016 Author Share Posted June 17, 2016 I was wondering if anyone had more insights? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted June 21, 2016 Share Posted June 21, 2016 I was wondering if anyone had more insights? So I'm glad my video was of help to someone. Sort of anyway. Fair warning: This post has a bunch of screen shots and I'm going to school teacher mark them up. To the point: Your esp is good, except the MSWP records are pointing to the wrong things. 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) That's not right, unless I'm mis-reading it. The NIF file *requires* the "Materials\". The MSWP record *must not* have it. So all of your material swaps need to be edited.Screenshots in-game of swaps working xEdit shot of MSWP used for above screenshots When using CK to create the swap after you select the target it should automatically reformat both the source and target to remove the Materials\ from them. 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. Yup that's about it. The OBTE (Object Template) is used to attach "default" mods for whichever template is specified. You use them primarily in leveled lists so that you would get higher level default mods on items, such as weapons, with the appropriate level designator. That's also how the light/medium/heavy armor sets work. If you have multiple templates and were to craft the item or use the console to add it, it will randomly roll and give you an item built on any non epic template. Which is why the Crafting Workbenches mod can give a low level player items that would normally require you to be like lv30 to get the mods as drops or in shops. The OBTE also has a side effect of causing the Instance Naming routines to trigger when creating the item. If you were to put on keywords for sorting mods, but had no OBTE at all then the naming wouldn't fire until you modified the item at a workbench. The way you're using it to apply the mod for the default of "None" is correct.The extra properties in the template for adding the material swap AND the mod is redundant. You should only add the mod, since the mod will add the swap.CK Shot Not applying the mod via the OBTE would not have bad things happen per se. It would make the category option show up as "Material" since the keyword you're using for the attach point is named as such. Also it would not create the "None" misc item when you first create a new color option. Switching back to none and then another color would though. Link to comment Share on other sites More sharing options...
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