Jump to content

Where to Put Textures For New Armor Set?


mgbeach

Recommended Posts

Hey all. Prior to the Creation Kit coming out I made a simple texture replacer for the dwarven armor (http://skyrim.nexusmods.com/downloads/file.php?id=4818). Now I'm trying to make the Heroic Dwarven Armor a standalone set, keeping the vanilla textures for the regular dwarven armor and using my created textures for the Heroic Dwarven.

 

I've figured out how to make the recipes work and make the new armor upgradeable at the bench. I just can't figure out what folder structure to use in order to have my textures show up for the new Heroic items while leaving the vanilla items untouched.

 

Any help is greatly appreciated!

Link to comment
Share on other sites

How about creating a "Heroic Dwarven" folder under data/textures/armor? Once that is set up and you've moved your new textures there, open up your modified nif files and re-direct the texture path to textures/armor/heroicdwarven. Alternatively, just rename the textures to something other than the default name and keep these in the armor/dwarven folder (and again changing the texture in the nif files).
Link to comment
Share on other sites

Thanks for the response. I went that route and thought it would work out great, but now when I open the game and go to the forge I can see the heroic armor and weapons in addition to the regular ones. They have the correct modified stats, and I can upgrade them at the bench or grindstone. so that's all good. But the strange thing is that the correct texture shows up for the armor in my inventory and the crafting menus, but when those items are equipped it's the original vanilla texture. I don't know where to go from here. Thanks again for your help, and any more ideas would really be awesome
Link to comment
Share on other sites

I think its actually better to create a TextureSet for this, unless you actually want a different nif (which I doubt given this is a replacer).

 

In the CK you make a TextureSet entry and tell it which textures should apply to the different positions e.g. Diffuse=texturename.dds; Normal=texturename_n.dds) by clicking on the type (diffuse) and then clicking the 'd Image' button.

http://dl.dropbox.com/u/6270597/Skyrim/TextureSet%20Tutorial/TextureSetTutorial.jpg

 

Then you need an ArmorAddon entry which uses the standard nif - i.e. just copy the dwarven AA. Now under 'Biped Model' and 'First Person' you click 'select' - then choose the nif (already done if you copied an existing ARMA) - under 'Alternate textures' you choose your TextureSet created in step1.

http://dl.dropbox.com/u/6270597/Skyrim/TextureSet%20Tutorial/TextureSetTutorialArmorAddon2.jpghttp://dl.dropbox.com/u/6270597/Skyrim/TextureSet%20Tutorial/TextureSetTutorialModelData2.jpg

 

Then comes the step I often forget - telling your Armor entry to use the new ArmorAddon entry - this is done in the Model section to the right of the centre. Under World Model choose Edit and then also select the TextureSet you made. Under Models (at the bottom) delete the existing AA entry and add your new one.

http://dl.dropbox.com/u/6270597/Skyrim/TextureSet%20Tutorial/TextureSetTutorialArmor2.jpg

 

You can also see this system in action by looking at the Stormcloak ARMA records and TextureSets (or in my EquipableMap.esp)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...