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BGSM being 'ignored' by NIF


brt88965

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I've checked all I know, changed the BGSM path in the NIF, made certain the ESP is pointing to the right NIF file, and the BGSM is pointing to the correct textures, but am still not ale to get the texture change in game. Also, I removed the material swaps from the ESP as well. I know I'm missing something, but am at a loss.

 

Any help is appreciated. Thanks.

 

(I posted this under another category, but think it belongs here.)

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The game can be very picky about the path, and a / where there should be a \, or even just a space at the end of the path string could cause it not to work right.

 

Also, it shouldn't matter for in-game, but did you change the texture paths in the BSShaderTextureSet (if it has one) attached to the BSLightingShaderProperty? Alternatively, just remove it.

 

Assuming it's none of the above, there is a good chance it is due to precombined meshes. Since you did it as a mesh edit instead of a material swap, it won't apply unless the mesh is replaced, and if it is part of a precombined mesh that won't happen unless precombineds are disabled (which is overkill for a texture change).

 

 

If you are just doing a texture change, use a material swap. It should apply even to precombined versions of that mesh.

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Okay. Thanks for the info. I looked at every material file reference, line by line. I'm certain I looked at things that didn't matter, but being inexperienced at NIFs, I just checked everything. I don't know what a pre-combined NIF is at all, so I'll just log that in memory for future reference if I need it.

 

I did find a solution, but it was outside of the NIF. I created a texture set in the ESP and assigned it to the ARMA. Worked perfectly.

 

Thanks again for the reply. I'm going to go back and look at the BSShaderTextureSet and BSLightingShaderProperty. New day, maybe I'll see something I missed yesterday.

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