crazyocod Posted July 29, 2016 Share Posted July 29, 2016 Pretty much what it says in the title. I've just published a fomod for 6 different colors on all the fusion cell models, and I want to add electrical traps to the mix. I've gone over the bgsm, the nif, the folder architecture... I can't seem to figure out why it just won't emit in-game. I used the CK to place a couple traps near my save point for testing convenience, and the glowmap was working flawlessly in the CK render window. Once I'm in game.... nothing. Any suggestions would be tremendously appreciated. Link to comment Share on other sites More sharing options...
crazyocod Posted August 1, 2016 Author Share Posted August 1, 2016 I would do awful things for an answer to this madness! Link to comment Share on other sites More sharing options...
crazyocod Posted August 6, 2016 Author Share Posted August 6, 2016 My proposition still stands? :confused: Link to comment Share on other sites More sharing options...
radiumskull Posted August 6, 2016 Share Posted August 6, 2016 I had a similar problem - not with glow maps - but with stuff not appearing in game. Turned out I hadn't enabled my custom asset directories. Not saying you're as stupid as me, but just a suggestion for something else to check. Link to comment Share on other sites More sharing options...
crazyocod Posted August 7, 2016 Author Share Posted August 7, 2016 But perhaps I am! Because I have no idea what my custom asset directories are. I'm very newish to the world of nif/map/this/that. My background with the CK was Morrowind, Oblivion, FO3 all without having the internet. So please speak to me like I'm 10 years old. Link to comment Share on other sites More sharing options...
skubblebubble Posted August 7, 2016 Share Posted August 7, 2016 that is odd, since if the CK sees it, it should show in game. Try to publish it to bethsite (don't actually have to upload it), to get it to pack the .ba2 files.Make sure it shows all the files. Under FO4\data materials\ bgsm filestextures\ .dds filesmeshes\ .nif files of course there are subfolders to those, for each item. I've unpacked ALL the ba2 files into a \texturework\ folder.I do my work on the files there, then copy to the fallout data folders.(texture work there, copy the redone .dds files, copy the .bgsm and nif files,then finish up in the fallout folders with CK) The files have to be in the \data\whateveriscorrect folders for the game to see it.If packed in a .ba2 then in \fallout4\data hope this helps a bit. Link to comment Share on other sites More sharing options...
crazyocod Posted August 7, 2016 Author Share Posted August 7, 2016 that is odd, since if the CK sees it, it should show in game. Try to publish it to bethsite (don't actually have to upload it), to get it to pack the .ba2 files.Make sure it shows all the files. Under FO4\data materials\ bgsm filestextures\ .dds filesmeshes\ .nif files of course there are subfolders to those, for each item. I've unpacked ALL the ba2 files into a \texturework\ folder.I do my work on the files there, then copy to the fallout data folders.(texture work there, copy the redone .dds files, copy the .bgsm and nif files,then finish up in the fallout folders with CK) The files have to be in the \data\whateveriscorrect folders for the game to see it.If packed in a .ba2 then in \fallout4\data hope this helps a bit. I work with a similar tactic as far as unpacking the vanilla files. Materials - Textures - Meshes - Sounds right on my desktop. The folder architecture is solid, I'm pretty sure. I have my ~9gb of modded textures packed up in 3 different .ba2s, and force-fed to the game via my .ini. Same for modded meshes and sounds, and I managed to do all of THAT right lol. All the testing work I do is in loose files and seeing as my data folder is fairly light on loose files, it's very easy to double check work, and hard to make a mistake. I'm at a loss, really. The electrical trap files are pretty wonky to begin with, in that there's already a vanilla glow map, and the bgsm and nifs are both setup to call on it, with emissive set to a 0.0 multiplier and glow map boxes checked. By the looks of it, it's meant to glow slightly red where the fusion cells connect to the trap. Thing is... even Bethesda's glow map does not work in game. All I did was add a few extra bits onto the vanilla _g.dds, but as I said the vanilla glow doesn't even seem to work so... I have no idea I'm really baffled by it. Seriously check it out in your own archives if you have time. ------- Materials/Traps/ElectricalTrap01.bgsm------- Textures/Traps/ElectricalTrap01_x.dds------- Meshes/Traps/ElectricalTrap/ElectricalTrap01.nif (also WorkshopElectricalTrap01.nif). There's gotta be something I'm missing. I mean why would Bethesda go through the trouble of adding a glow map to a textureset that apparently does not function... If you notice something that I've overlooked please please please let me know! Link to comment Share on other sites More sharing options...
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