screaminseahawk Posted June 12, 2016 Share Posted June 12, 2016 I have yet to find a way that actually works for me. I feel like this is a pretty basic thing, but everyone seems just about as clueless as me. Link to comment Share on other sites More sharing options...
TrickyVein Posted June 12, 2016 Share Posted June 12, 2016 The GECK/CK/Fo4CK has a material file editor. Materials include filepaths to where textures are located in the data folder. Except where a material swap is applied like in an object modification for the weapon, material files are assigned to weapons using BSShaderLightingProperty, which is part of the structure of the .nif(s) for the weapon. Link to comment Share on other sites More sharing options...
screaminseahawk Posted June 12, 2016 Author Share Posted June 12, 2016 That's actually what I tried to do. All of the paths are correct to the nif, bgsm and dds files. The right textures show up in the render window in the GECK, but the weapon doesn't show up in-game. And the custom textures aren't even on the weapon with I find it with the console. Link to comment Share on other sites More sharing options...
TrickyVein Posted June 12, 2016 Share Posted June 12, 2016 Some weapons use a unique 1st person model when equipped. Does the weapon which you are trying to retexture use one, and if so, is that the .nif which you're modifying? Leaving the path to a material undefined will render an object as being invisible (pretty sure, then I think leaving texture paths undefined defaults to pepto bismol-colored), but if you're sure everything is being linked correctly, then maybe something is amiss with applying the right object modifications for the weapon. Link to comment Share on other sites More sharing options...
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