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How do you mod the art on craftable paintings?


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Like the description says, I'm interested in learning how to put new artwork on my walls in game. Having never dealt with making a mod myself, I think this should be a simple enough task. The question is, how do I do it? I see a lot of mods out there where the in game paintings are set with different images, but I have no idea how to do it myself.

Anyone feel like helping me out? Much appreciated.

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The simplest way of doing this is taking the pictures you like and convert them to .DDS then open setdressing,in your Data/Textures file and navigate to the paintings and posters you want to change.. open both the folder with your own converted pictures and the older where you want to make changes,then you copy the name of a picture you want to replace,rename the picture you want to replace it with and paste it into the original pictures place..

there is a more indepth tutorial here http://www.loverslab.com/topic/55695-sickotiks-lore-friendly-overhaul/ but the short version i provided should be enough

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You'll need to use the Creation Kit. By looking at it quickly right now, it seems like there are generic painting frames on form lists with a bunch of material swaps in constructible object files. Rather simple stuff and you'll be able to do it easily.

 

 

 

http://i.imgur.com/6KPdiEE.pnghttp://i.imgur.com/mYOOoYy.png

 

 

 

 

1. Make material swap files which have the path to the BGSM material file. You'll need to make a BGSM file for each and every different texture. This will be of help. BGSMs contain the paths to the diffuse, normal, and specular maps but all you'll need here is diffuse and normal I bet. Put in your diffuse (image) texture and use the default normal map if there even is one for paintings. The textures need to be in DDS format and I use GIMP 2.0 and the DDS plugin.

 

2. Duplicate those picture frame statics and put them into a formlist (drag and drop).

 

3. Switch them each to their respective material swap files.

 

4. Put the formlist into a constructible object file.

 

5. Save as an ESP and activate through NNM.

Edited by Nutulator
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