NexBeth Posted November 8, 2016 Share Posted November 8, 2016 How do you make your own directory path work when adding other modder's resources? Normally, it's just copying the modder's meshes and textures folder into Data. However, I've seen some modders create their own path so that it's a lot easier to manage. Example:Modauthor/meshes/modresourceauthor/container/redcontainer.nif.Same path for textures. However, this doesn't seem to work. So what is the correct way to do this? Thanks for any guidance. Link to comment Share on other sites More sharing options...
PandaOptics Posted November 8, 2016 Share Posted November 8, 2016 lets say you are trying to make an armor mod, ok? and you want to have this path:meshes/armor/mycustomarmor/armorf_0.nif youd just have to create the files "mycustomarmor' to house the models (.nif) and then "amor" to put "mycustomarmor" inside and then "meshes' this is standard for getting your files ingame, textures go in the exact same format but instead of "meshes" being the parent folder its "textures" if you are having a problem seeing textures on the models then its most likely due to the fact that inside the model (.nif) the texture file directory arent set properly. to change this get NifSkope if you dont have it already and look for the texture path option in the nif data usually below the render window of the program and make sure it corresponds with your textures desired path. Link to comment Share on other sites More sharing options...
NexusComa Posted November 8, 2016 Share Posted November 8, 2016 It don't matter where you put the Mesh as when you bring it into the game you set the path. However for the Textures you can edit the Mesh andchange the paths to what ever you like with NifSkope Exp: ... Meshes/Custom/Custom.nif Custom.nif is just placed in the Meshes/Custom folder. Then you edit it and change the path of the .dss files to ... Textures/Custom/Custom.dss Link to comment Share on other sites More sharing options...
NexBeth Posted November 8, 2016 Author Share Posted November 8, 2016 It don't matter where you put the Mesh as when you bring it into the game you set the path. However for the Textures you can edit the Mesh andchange the paths to what ever you like with NifSkope Exp: ... Meshes/Custom/Custom.nif Custom.nif is just placed in the Meshes/Custom folder. Then you edit it and change the path of the .dss files to ... Textures/Custom/Custom.dss So, what I understand you saying is that I need to go into nitskope and edit the texture path to coincide with the custom path I'm trying to create? Now I did try this: Mycustomfolder/textures/and then the path used by the resource author....however, that didn't work since the path looked like this:Data/Textures/MyCustomFolder/textures/modauthorresources even though the nifskope path read: textures/modauthorresources. How do you change the the path in nifskope? I think I'm babbling....but appreciate help. Link to comment Share on other sites More sharing options...
FrankFamily Posted November 8, 2016 Share Posted November 8, 2016 Path for the textures is found within the model (.nif) using them, for that you need nifskope. Expanding the nitrishape nodes you'll find bslightingshaderproperty and within it textureset (names are by memory and might not be fully acurate) there you change the paths. (starting with "textures/") Path for models is found in the plugin using it so CK/Tes5edit to edit the record in question. All paths must start with /Textures or /Meshes etc, within that you can put anything you want, some people respect the /weapons /armor etc folders used in vanilla and within that their custom fodlers, i personally don't and just do full custom structure for each mod with a common prefix. /textures/FFSomemod/whatever/lala.dds/meshes/FFSomemod/whatever/lala.nif It's not necesary to have consistent paths between textures and meshes but it's more organized. Link to comment Share on other sites More sharing options...
NexBeth Posted November 8, 2016 Author Share Posted November 8, 2016 Ok, what I don't understand. I was trying to convert an original skyrim mesh over to SE and the original tex file, naturally started with the path beginning with textures/modauthorsubdirectory/then dds file. I mimicked this by making my own folder which retained that path which looked like this:Textures/MyOwnSubdirectory/textures/modauthorsubdirectory/then dds file. I still had the exact path as in nifskope (underlined above) but my own subfolder was between skyrim's Texture directory and 2nd texture subfolder. Why didn't this work because the path in nifskope was exactly the same? Link to comment Share on other sites More sharing options...
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