Deleted82156User Posted July 14, 2016 Share Posted July 14, 2016 In Nifscope I edited this 'string index' to make it blank so that I could do things the 'good old fashioned way' instead of setting up a material.bgsm to re-texture an item. Yes I know that the materials way makes for a smaller file size as you don't have to included the mesh...but still. What I need to know is will this cause any kind of issues? I am sure it won't but I am paranoid today and want to make sure that this is the right way to remove materials from a mesh so I can freely apply my own texture like we did in Skyrim... http://i110.photobucket.com/albums/n99/Shezrie/NiftyScope_zpsff4gmx8e.jpg Link to comment Share on other sites More sharing options...
Ethreon Posted July 14, 2016 Share Posted July 14, 2016 As long as the textures are correct it will be fine. Link to comment Share on other sites More sharing options...
Kaspar482 Posted July 14, 2016 Share Posted July 14, 2016 Does that even work without a material file, I never tried it. What is the reason you don't want to use a material file? Is there something you can do that is only possible the old fashioned way? Link to comment Share on other sites More sharing options...
Ethreon Posted July 14, 2016 Share Posted July 14, 2016 Either you have no material, have no need for one, or whatever else. There are a lot of items in game without any. Link to comment Share on other sites More sharing options...
Deleted82156User Posted July 14, 2016 Author Share Posted July 14, 2016 Thanks for the answer, Ethreon! :smile: It seems to work just fine in game, the textures revert to the traditionally listed textures rather then using the material.bgsm. So I can change the textures in Nifscope and save the mesh, rather then having to set up a material.bgsm. To answer your question koiwe I am having trouble with static mashups when placed ingame the material.bgsm on the original item covers everything. So say I have take a basket in Nifscope and I add a stack of mutfruit to it. In game the material.bgsm for the basket will texture the mutfruit as well. It is annoying. I am no expert by far, doubtless there are many others with much better ways to do this...but right now removing the material in Nifscope seems to do the trick. Link to comment Share on other sites More sharing options...
Ethreon Posted July 14, 2016 Share Posted July 14, 2016 Thanks for the answer, Ethreon! :smile: It seems to work just fine in game, the textures revert to the traditionally listed textures rather then using the material.bgsm. So I can change the textures in Nifscope and save the mesh, rather then having to set up a material.bgsm. To answer your question koiwe I am having trouble with static mashups when placed ingame the material.bgsm on the original item covers everything. So say I have take a basket in Nifscope and I add a stack of mutfruit to it. In game the material.bgsm for the basket will texture the mutfruit as well. It is annoying. I am no expert by far, doubtless there are many others with much better ways to do this...but right now removing the material in Nifscope seems to do the trick. Did you make sure all BSTrishapes are named different and use their own material? Link to comment Share on other sites More sharing options...
Kaspar482 Posted July 14, 2016 Share Posted July 14, 2016 (edited) Well, I did use different material files in one .nif file. I could use only one, since it is the same texture. The problem was, bgsm files are also used for environment maps. For example in my case. I use only one texture for the grip of a gun, but two material files for the material. One bgsm file for the grip plastic and one for the screws and metal parts. Edited July 14, 2016 by koiwe Link to comment Share on other sites More sharing options...
Recommended Posts