Volbrand Posted May 11, 2016 Share Posted May 11, 2016 Need some more help, moved onto a different project while waiting on answers back about my other question. So here's the deal this time: I tried making a new item after editing an old texture and adding it back into the directory. Followed the Creationkit.com tutorial to the letter. The texture shows up fine in nifskope on my object, but when I try to edit the model directory in CK to the new item, In the preview and render window it only shows the old textures. anyone know of a solution? Link to comment Share on other sites More sharing options...
seekingthesun Posted May 12, 2016 Share Posted May 12, 2016 Does it work in game? Link to comment Share on other sites More sharing options...
DaemonGrin Posted May 12, 2016 Share Posted May 12, 2016 Need some more help, moved onto a different project while waiting on answers back about my other question. So here's the deal this time: I tried making a new item after editing an old texture and adding it back into the directory. Followed the Creationkit.com tutorial to the letter. The texture shows up fine in nifskope on my object, but when I try to edit the model directory in CK to the new item, In the preview and render window it only shows the old textures. anyone know of a solution? You say you're trying to make a new object and edited a vanilla texture and placed it back in the directory. Reading this sounds like a replacer in which case the diffuse texture would be named identically to the vanilla diffuse which in turn automatically applies to the BGSM. But if you did what I think and I'm going with the statement "a new item" then I am going to assume all you did was open the nif apply the diffuse into the texture nodes? Which is an unnecessary step. No idea of the tutorial you used either cause I don't see any FO4 tuts on there. Anyway based on the provided info I am going to try and help. Simply create a BGSM (they override texture paths in the nif) with the editor beth provided though I can't seem to get it to work properly or use the material editor http://www.nexusmods.com/fallout4/mods/3635/? found there. Best option - extract the vanilla BGSM used by the object you are building off of. Open that BGSM in the editor change the correct textures to yours. Save as a new BGSM. Open your mod in CK find the object you are basing your object off of, change the ID click ok and create new form. You have the new object or already had it which that part was redundant. Next open your object and find the model selection, click edit. This will tell you the material it uses. Hopefully your extraction of the vanilla BGSM was placed into the correct FO4 data folders unless you told it differently for a possible later step. Go to Material Swap in object window do a quick search for the vanilla object to see if it has any swaps (I am looking at jukebox which has a swap for a clean version) if there is one great simply change the replacing BGSM to yours, change the id name and click ok to create a new form. If it did not have a swap then create a new one and as I said hope the original was extracted to the proper folders cause you need to add it as the original BGSM to be replaced. Add your new BGSM as the replacer and ok it. Once that is done go back to your object, open up the model edit again check the material swap drop down menu. If your new one is not there uncheck Valid only then look in the drop down again and find your new material swap, click it. It may not show immediately, I can't recall and I just did this recently with my own mod too lol. It should show the changes once you relaunch CK though unless something is wrong with your textures. Hope this helped, was understandable and that I didn't miss anything XDGeoff Link to comment Share on other sites More sharing options...
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