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Odd texture issue


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Ok guys I've got a good one for you.

 

 

 

I've built a mod to change the Power armor HUD color to green but, when I add my new textures to the game the texture that is used by the gauge needles and compass don't show. Interface/PA/PADash01_d.DDS is what is used for the needle and compass textures and I've not really done much to them other then changing the color from orange to green. Interface/PA/PADash03_d.DDS is the gauges background and works perfectly.

 

This mod is for XB1 so everything is packed into archives. Green Power Armor HUD [XB1]

 

I'm at a total loss on this one because it makes no scenes to me.

 

What I've tried,

 

re-editing the texture

edited the mesh itself, Meshes/objects/PADashDials01.nif to point to a new version of PADash01_d.DDS

added the stock vanilla texture to my archive (It still doesn't replace or show the needles and compass)

 

The only way I can keep the Needles and gauges working is if I don't replace that texture.

 

Any thought on why what I assumed would be a simple texture replacer mod is giving me such a headache?

 

Thank for any feedback.

 

 

 

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Ya I forgot to say that I had edited the BGSM, I even went into the Animated Mesh and edited it so the parts that don't show would (Should) use new source textures.

 

I also forgot to mention in my original post that the texture replacer version does sometimes (but not always) randomly start to work for the compass and arrows but, it's so random I can't figure out why or how. Sometimes it's when you jump off a building. Other times it's when you pull a weapon or take fire. Sometimes it's just sprinting.

 

I'm totally at a loss here and I give up! I can live with the compass being orange, I just wanted to make this because I play on both PC and XB1. I use the .ini edits to change the PA hud color to green and I wanted my XB1 to match.

 

And if anyone is interested you can change XB1 .ini settings by using a custom mod.ini. They do get uploaded to Bethesda.net when you upload your mod (who would have guessed) but for them to take effect the game needs to be quit and restarted after the mod is installed. (I totally understand why but, most XB1 users wouldn't)

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