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.nif Texture Path Override


Tirick

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This may come off sounding like a dumb question, but it appears to me that some objects have their texture path preset, as in overriding the default .nif texture file path. This seems to me (as a n00b) to be a desirable thing to do (although I'd not considered the possibility when I started playing around), but I would like to confirm this behavior.

 

I've been toying around the idea of making a robe replacer set, building on a preexisting mod (I'm just playing with the switches and dials at the moment), and after setting what seemed to me to be appropriate model files in place, I changed the .nif paths to a collective location for ease of texture swapping. The 'standard' found robes 'novice robes of ...' etc are replaced fine, but in order to check all the robes I got lazy and just added an 'adept' robe (along with others) using the console only to find that the texture I'd defined (for either the mageapprentice or the magejourneyman meshes) was not being used.

 

Is this in fact how prior incarnations of the CS worked? Is there any way (pre-CK) to see the texture path for game objects (as opposed to the mesh) if this is case?

 

Thank you,

Tirick

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Character race textures and eyes have a very specific set up inside their specific race entry, a whole lot of how they are set up is done that way.

 

They also introduced 'texture sets' in the GECK. Basically it's an entry that overrides the BSLightingshaderProerty in the nif.

 

And if you use some unconventional file paths things might not work.In past games for example you must use textures\characters\head\ for any head race texture to show up, same thing with the meshes actually.

Something like textures\mymoddedrace\head\ would have been invalid and caused more than a few people to :wallbash:.

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