SpikeBozzled96 Posted May 22, 2016 Share Posted May 22, 2016 I'm sure I'm missing something obvious, but google has yielded no results for me, so I figured this was the next best place to ask. Basically, I want to create a couple of variants of an existing chem with a slightly altered texture, (not replace the original). I remember doing this in the GECK for F3 and New Vegas simply by creating a new TextureSet and using it on a new object, but that doesn't seem to work the same way in Fallout 4, so I'm asking here. Any help at all is appreciated. Thanks! Link to comment Share on other sites More sharing options...
mimaef Posted May 22, 2016 Share Posted May 22, 2016 What I do is copy the nif and give it a new name, then edit the .nif's texture (dds) through photoshop (gimp works as well). Here's a little video tutorial on how to do it for a sign, but it essentially works the same. Link to comment Share on other sites More sharing options...
SpikeBozzled96 Posted May 22, 2016 Author Share Posted May 22, 2016 Okay, so it's done through NifSkope then. Thanks a bunch! Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 22, 2016 Share Posted May 22, 2016 Okay, so it's done through NifSkope then. Thanks a bunch! Well, part of it is.. part of it is done through photoshop / GIMP, part through nifskope, and part through the CK or FO4Edit. Link to comment Share on other sites More sharing options...
SpikeBozzled96 Posted May 22, 2016 Author Share Posted May 22, 2016 Okay, so it's done through NifSkope then. Thanks a bunch! Well, part of it is.. part of it is done through photoshop / GIMP, part through nifskope, and part through the CK or FO4Edit. Thanks, I've done this before though, just not for Fallout 4. I'm no stranger to Photoshop or even the CK. At any rate though, I really appreciate the help! Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 22, 2016 Share Posted May 22, 2016 I failed to mention, a lot (most) models actually point to a material file that points to the textures, so, you likely will need to copy / edit a material file. The editor can be found on the nexus here, I can dig it up if you have no luck.Basically, in Nifskope, you'd set the BSTriShape to point to the new material file, then the material file to point to your new textures (The material file controls various effects / properties as well.). Then in FO4Edit or the CK make a copy of the object that points to the new mesh. Seems like you have an understanding of how to do most of these things but feel free to ask if you struggle with any of it. Link to comment Share on other sites More sharing options...
SpikeBozzled96 Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) Okay, thanks for the help! Like I said, it works a little differently than the GECK or even Skyrim's CK (or at least from the way I remember doing it). I never had a to use NifSkope for simple retextures. Edited May 23, 2016 by SpikeBozzled96 Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 24, 2016 Share Posted May 24, 2016 Agh. I forgot about material swaps... I always forgt bout them. They are new w/ FO4 iirc.Material swaps can be done in the CK, basically uses the same base mesh object, just create a new material file that points to the textures, then point the material swap to the new material. Then wont have to edit the mesh at all if you dont want to change anything on it. I havent needed to use material swaps, so I apologize, completely spaced them, but likely work fine for what you want. Link to comment Share on other sites More sharing options...
usaf9211 Posted May 24, 2016 Share Posted May 24, 2016 How do you know which parts of the map to change if you are doing a remodel? Unless the change is very minor, doesn't the UV mapping change? I might be missing something. Link to comment Share on other sites More sharing options...
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