ixLiamHD Posted May 13, 2016 Share Posted May 13, 2016 Hi, Just a quick run down on what I'm doing, basically I'm trying to create a Base/Settlement base mod using specific objects with the 'Alternate Settlements' mod then taking objects out of the mod and using it in a custom .esp to avoid any loss if i use the authors mod and updates the location etc. Then using it to build it using the Creation Kit, however I have little to no experience in doing such a thing so I hope any of you can help me out, i have provided screen shots to help you out. Here is the object I'm wanting to use.( https://i.gyazo.com/8e82bdb975bcafdcd316240f9a0ba9bb.png ) When locating the Mesh in 'Fallout 4\Data\Meshes\AlternateFlooring\AF_BaseFloor.nif' and when opened in NifSkope the material is a .bgsm called ( https://i.gyazo.com/be2aab56d9ba09e97f53c613be902cac.png ) This material is called 'AF_Concrete.bgsm' however i'm looking for a specific material which is the one i shown, however i'm unable to locate the material for what i want. Also opening the mod in FO4Edit i found the material but i have no idea on how to export the textures/materials.( https://i.gyazo.com/8bc77c63b6e283c42840f0c335aae9db.png ) Hopefully I've explained it well enough, like i said have little to no experience on Modding a Bethesda game. I'll be regularly checking for reply so i should be quick to respond, if you don't want to go through the hassle of typing etc you can add me on Skype ( Duncan Chance ) and i can screen share and you can run through the process with me, that I'd really appreciate. Thanks for reading. Link to comment Share on other sites More sharing options...
seekingthesun Posted May 13, 2016 Share Posted May 13, 2016 Those settlement mods use reuse vanilla assets. You should instead just look them up in the creation kit and drag and drop them manually. You won't need to slave your mod to those settlement mods.That item in the first one looks a lot like shipwreckedmetalplate02 so just look that up and use it. I should warn you that while what you were trying to do is plagiarism which is very frowned upon here.If you wanted to make a settlement mod to say, enable nuka-cola vending machines like in settlements expanded, then that's okay because you are just plugging in a vanilla asset as a constructible object and the fact that you reverse engineered the item is just smart modding.However, if someone took a vanilla asset that didn't used to be, for example a snapable flooring piece, and instead plugged that nif into existing co_workshop_flooring E.G. and maybe even modified the base object to be the right scale, you ought not to copy that directly. Instead you should do what they did from scratch. Unless you get permission to straight up copy their mod. Sometimes they're okay with that. It would probably be easier to do it yourselfWith that out of the way. What you'd want to do is find the textures used for shipwreckedmetalplate02 and plug those into a vanilla flooring type. You could do this two ways. You could either make up your own custom material files, and include the right paths and do a bunch of meticulous work pathing them right. OR you could duplicate a vanilla floor, and create a custom material swap for that item that replaces the base textures with the ones from that metal plate, assuming they're the right size. You might have to do it the hard way. Link to comment Share on other sites More sharing options...
ixLiamHD Posted May 13, 2016 Author Share Posted May 13, 2016 (edited) Those settlement mods use reuse vanilla assets. You should instead just look them up in the creation kit and drag and drop them manually. You won't need to slave your mod to those settlement mods. That item in the first one looks a lot like shipwreckedmetalplate02 so just look that up and use it. I should warn you that while what you were trying to do is plagiarism which is very frowned upon here.If you wanted to make a settlement mod to say, enable nuka-cola vending machines like in settlements expanded, then that's okay because you are just plugging in a vanilla asset as a constructible object and the fact that you reverse engineered the item is just smart modding. However, if someone took a vanilla asset that didn't used to be, for example a snapable flooring piece, and instead plugged that nif into existing co_workshop_flooring E.G. and maybe even modified the base object to be the right scale, you ought not to copy that directly. Instead you should do what they did from scratch. Unless you get permission to straight up copy their mod. Sometimes they're okay with that. It would probably be easier to do it yourselfWith that out of the way. What you'd want to do is find the textures used for shipwreckedmetalplate02 and plug those into a vanilla flooring type. You could do this two ways. You could either make up your own custom material files, and include the right paths and do a bunch of meticulous work pathing them right. OR you could duplicate a vanilla floor, and create a custom material swap for that item that replaces the base textures with the ones from that metal plate, assuming they're the right size. You might have to do it the hard way. Sorry, I forgot the mention that it was for private use only I don't intend to release it publicly. I'll see what i can do with what you've told me just having an issue trying to find the material you said. Thanks for the reply. Edited May 13, 2016 by ixLiamHD Link to comment Share on other sites More sharing options...
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