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Material Swap for World Model?


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I made a mod using the CK with a vanilla mesh but with custom textures. I made a material swap and it works fine for the male and female meshes, but the world model (the one you see when dropping the armor or looking at it in the inventory) still has the vanilla texture? How can I change this?

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On the CK entry for the Armor object, click the 'Edit' button under the World Model. There's a menu there that lets you select a Material Swap. This situation also applies to outfits like the PreWar Dress (Denim Dress, Laundered Rose Dress), so you can look at the different versions of that for reference.

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I have tried doing this now with a custom retextured trilby hat. No success.

 

When creating my new standalone hat object in the CK, there was no other option than the world model (GO) to find, and when trying to set the new material for the GO.nif, this was not possible. There was no option to assign a custom material.

So I created a new GO.nif and changed the materials header in NifSkope for that .nif, to my own materials filepath, and then selected the replacement GO.nif in the CK for the world model, but this did nothing. The model remains the same. I don't know what to do.

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I have tried doing this now with a custom retextured trilby hat. No success.

 

When creating my new standalone hat object in the CK, there was no other option than the world model (GO) to find, and when trying to set the new material for the GO.nif, this was not possible. There was no option to assign a custom material.

So I created a new GO.nif and changed the materials header in NifSkope for that .nif, to my own materials filepath, and then selected the replacement GO.nif in the CK for the world model, but this did nothing. The model remains the same. I don't know what to do.

For objects that are basically the same mesh with texture swaps, like hats, there's only ever one GO.nif for all of them. All of that business is set up in the Armor entry, so that's the part of CK that needs to know. I don't think CK pays attention to the materials header you see in NifSkope.

 

@Xeropthalmia, congrats!

 

@RaffTheSweetling, just do what he did.

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What I needed to do was create a new mswp entry first, in addition to the materials .bgsm file. :smile: Then I created an AAclothing entry, and a 'non' AA clothing entry, and assigned them both the material swap from the mswp. Works fine now. :smile: Thanks for the suggestions, all.

Edited by RaffTheSweetling
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