kromey Posted January 30, 2012 Share Posted January 30, 2012 Probably a total n00b question, but here it goes anyway: I've made my first mod, Advanced Glass, using SkyEdit. It's great, but what would make it greater is the option for users to install their own meshes and textures for it, just like they might for the default glass armor. Problem is, it seems that the mesh itself specifies what texture to use! So while I can tell my mod to use a mesh in a specific location, the mesh itself would then point to elsewhere to find the texture -- which means that the idea to allow users to install any standard armor mod (with just a folder rename) won't work unless they hand-edit the mesh as well! Am I just failing to understand something, or is there no way to specify the texture's location without modifying the mesh? Link to comment Share on other sites More sharing options...
ScarabMonkey Posted January 31, 2012 Share Posted January 31, 2012 I had come to the same conclusion as you, but recently found this awesome thread at bethsoft:http://forums.bethsoft.com/topic/1336005-tessnip-models-and-textures/ It's a bit of reading but there are some gems in there, including which entry to modify to specify a texture override. Link to comment Share on other sites More sharing options...
kromey Posted January 31, 2012 Author Share Posted January 31, 2012 Oh wow, great find! I'll have plenty of time this evening to tinker while my wife is in class (assuming I'm not stuck at work too late, anyway...), so maybe I'll be able to muddle through this and accomplish with SkyEdit what the CK will no doubt make trivial, whenever it eventually arrives. :rolleyes: Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 1, 2012 Share Posted February 1, 2012 Played with this a bit last night and succeeded in making an alternative Iron Shield with one of the new textures from Nexus ... Takes a bit of hacking as TESVSnip doesn't yet support the MO2S selection of TXST. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted February 1, 2012 Share Posted February 1, 2012 Well using nifskope to change textures is'nt exactly that difficult though...BSLightingShaderProperty -> BSShader Texture Set the diffuse map is at the top and the normal map is right beneath it. you don't exactly have to modify the mesh to do this. Just the nif file, and as long as you don't touch anything in there expect for the textures, no harm done. Link to comment Share on other sites More sharing options...
kromey Posted February 1, 2012 Author Share Posted February 1, 2012 The nif file is the file that has the mesh, isn't it? I'm trying to avoid having to modify that file at all. Basically, my goal is to release a version of my Advanced Glass mod that would allow players to download their favorite armor mesh/texture and use that for their advanced glass, by just renaming a folder. This way they can have the look they want (everyone has a different idea of what "advanced glass" should look like...) without me having to find someone to produce a custom mesh and texture for it and then package that in the download. If I can do all of this through just the .esp file (and, of course, instructions for how to get your choice of mesh/texture in), then that's the solution I want -- and it looks like it's doable, I just need to start tinkering with those TXST records in SkyEdit and see what I can accomplish. Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 11, 2012 Share Posted February 11, 2012 Hopefully you found the texture set stuff in the CK - I've just used it for my Equip-able Maps mod so I only need 1 treasure map nif instead of 10! Link to comment Share on other sites More sharing options...
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