SnakeSlippers Posted August 11, 2016 Share Posted August 11, 2016 (edited) I'm trying to replace the mesh/texture of a ingame item with new meshes and textures from mods. Ex. Hammer to a modern hammerEx. Water bottle from a mod - Different mesh/tex of a different water bottle I put the new files in the folders, followed the right paths. Named them exactly the same. For some reason I can't get past this problem and it's driving me nuts. I have no mods installed, I'm currently making a HUGE texture mashup from different packs, so all I have in my data folder are the Texture and Mesh folders. I clicked on and off Archive Invalidation under tools in FOMM. What is the deal? The hammer's new model shows up. But the texture changes from ground to black. Depending on the angle The water bottle I can't tell if the mesh showed up because it's basically invisible, slightly turns a different texture depending on the angle. I know it's something stupid I can feel it, haven't modded in awhile and just jumped back in. This one I'm replacing the Teddy Bear with a Voodoo Doll and same thing. Edited August 11, 2016 by SnakeSlippers Link to comment Share on other sites More sharing options...
SnakeSlippers Posted August 11, 2016 Author Share Posted August 11, 2016 Ok I found one solution but it's the exact opposite of what I'm trying to do. I can add the new model in the GECK and do all that and save it as a plugin. And it works ingame. Problem is I don't want to have to save it as a plugin. I'm trying to get all the texture work done with no plugins to make room for more mods later. Anyone know how to add new objects in the data folder with no plugins? Link to comment Share on other sites More sharing options...
dubiousintent Posted August 12, 2016 Share Posted August 12, 2016 Summarized from the TESTG site:The surface of an object appearing all black or without detail is usually caused by a missing 'normal map' (*_n.dds) file (see the glossary for more details). Recall that BSA files are only read when the ESP file has the same beginning of the file name as the BSA. If you want to avoid an ESP, then you need to provide the 'normal map' as a loose file along with the rest of your model textures. Using a tool such as BSAOpt, unpack the missing normal map (*_n.dds) from the 'texture' BSA (i.e. 'Fallout - Textures.bsa') file into the game's textures folder (i.e. 'Fallout New Vegas\Data\textures'). Be sure to include the appropriate sub-folders, adding them if necessary. -Dubious- Link to comment Share on other sites More sharing options...
SnakeSlippers Posted August 13, 2016 Author Share Posted August 13, 2016 I dont know what the BSAOpt thing is and all that but I finally got it to work. Got the folders setup how I want, got the original teddy bear mesh replaced with the voodoo doll with correct texture showing up. No problems I used Nifskope, changed the texture paths the author of the mod had set up and changed it to the folder setup I wanted, save as, replace the new mesh with the one in the data folder and it worked, It was actually easier than I thought, I never used Nifskope before. Thanks for replying tho, I damn near gave up until I read through the Testg site. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 13, 2016 Share Posted August 13, 2016 (edited) Glad to hear you got it working. FYI: BSAOpt is a tool for extracting files from a BSA archive. You will find a link and description on the TESTG "Utilities" page. It can't hurt to reiterate that you have to use "relative" paths instead of "absolute" ones (which are the default in Nifskope and many editors) in the mesh or the texture will appear to be missing on others' systems. That is covered on the TESTG "Troubleshooting" page. -Dubious- Edited August 13, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
SnakeSlippers Posted August 13, 2016 Author Share Posted August 13, 2016 Yea I kept trying to google the relative and absolute paths but couldn't find one that tells me how to do it or I was overlooking it. I just found anything that had texture in the name under nifskope and changed the texture paths. So I guess I did change them just didn't know thats what relative and absolute meant Link to comment Share on other sites More sharing options...
dubiousintent Posted August 14, 2016 Share Posted August 14, 2016 (edited) It seems I misremembered where the explanation about "relative" and "absolute" (aka "fully qualified") pathing is mentioned. It's down under the "Strange Symbols" sub-topic. I've since added a sub-heading so it appears in the Table of Contents now. But it's actually simple to illustrate so here it is to save you looking for it again. This path must be in "relative format" to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\<SpecificSubFolderPath>"). (See this MSDN article on the subject of "fully qualified vs. relative paths" for details.) If you recall where else it was mentioned but not explained, I'll see about adding it there as well. It wasn't intended to make you hunt for the description. -Dubious- Edited August 14, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
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