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Need help with .nif editing


RaffTheSweetling

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I've been trying to create some unique assets and it seems I have done everything right, yet it won't show up in the game.

 

  1. I exported my chosen mesh (a silver locket) using B.A.E. and chucked it in a unique folder in Meshes that is unique to my mod.
  2. I exported the texture file and did the same thing.
  3. I edited my texture in Photoshop and saved.
  4. I opened the .nif and pointed the texture filepath to my new texture and saved.
  5. I created a unique object ID for my new locket in the CK, pointing the object filepath to my new mesh.
  6. I placed the unique object in the world and noticed that in the Render Window the changes to the mesh were not appearing in the CK.
  7. I loaded my game > coc to my cell > looked at the unique locket and it looks unchanged.

What am I doing wrong guys?

 

Does this have anything to do with the Nifskope message that pops-up when I assign the new texture - "This action cannot currently be undone. Do you wish to continue?

 

I feel I know what I am doing yet something isn't working. Could really use some help please.

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Fallout 4 nifs use material files (.bgsm mainly), with the path for the material file (including materials\ ) as the "name" of the BSLightingShaderProperty. They still often have an attached BSShaderTextureSet, but if you change the texture paths in that it won't do anything in-game unless you also change the material file.

 

So you want to make a copy of the vanilla material file and change the texture paths in there, that should fix the issue you are having. You can also just use the original nif as the model for your new locket, and just make a material swap for your record (the MODS field in FO4Edit right under the model, not sure what it is called in the CK). It would make your mod a little smaller, although not much since it is a single object, and the mesh should be pretty small (no more than a couple dozen kilobytes).

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