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Texturing custom weapons


Weasel16

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Ok, I’ve created a few weapon variants in the creation kit, not new meshes, just new cells. Here’s my issue, I would like to create textures for these new weapons without replacing the textures for the original (i.e. I made an iron sword called the super iron sword, and I need to make a texture for the super iron sword that doesn’t replacing the original iron sword texture) , but I can figure out how. Can some one help?
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Afaik it's not possible to change the texture path in the CK (pls someone correct me if i'm wrong but this is my current knowledge) so you have to copy the NIF files of your weapon, set up a new texture patch and connect them to your CK cells.

 

Use FO3 Archive Utility to extract the NIF files from the weapon you made a copy of from the meshes archive (Skyrim\data\skyrim-meshes.bsa), rename both to NAME.nif and 1stpersonNAME.nif, create and drop them in a custom folder like Skyrim\data\meshes\weapons\NAME\

 

Copy your 3 DDS texture files to Skyrim\data\textures\weapons\NAME\

 

Open NAME.nif in Nifskope (version 1.1.0-rc4) and change the texture path, do the same with the other nif.

 

Go into the CK and adjust the cells of your new weapon (the path for the NIF files mainly)...normally you use 4 cells for a weapon

 

NAME

1stpersonNAME

recipeweaponNAME

temperweaponNAME

 

...check out part 3 and 4 of my tutorial in the sig for the NifSkope and CK process. I create a new weapon but it's quite similar...in Nifskope you just have to change the texture path and in the CK it's the same process - i created a complete new weapon but i had to set up the new paths as well.

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Afaik it's not possible to change the texture path in the CK (pls someone correct me if i'm wrong but this is my current knowledge) so you have to copy the NIF files of your weapon, set up a new texture patch and connect them to your CK cells.

 

Use FO3 Archive Utility to extract the NIF files from the weapon you made a copy of from the meshes archive (Skyrim\data\skyrim-meshes.bsa), rename both to NAME.nif and 1stpersonNAME.nif, create and drop them in a custom folder like Skyrim\data\meshes\weapons\NAME\

 

Copy your 3 DDS texture files to Skyrim\data\textures\weapons\NAME\

 

Open NAME.nif in Nifskope (version 1.1.0-rc4) and change the texture path, do the same with the other nif.

 

Go into the CK and adjust the cells of your new weapon (the path for the NIF files mainly)...normally you use 4 cells for a weapon

 

NAME

1stpersonNAME

recipeweaponNAME

temperweaponNAME

 

...check out part 3 and 4 of my tutorial in the sig for the NifSkope and CK process. I create a new weapon but it's quite similar...in Nifskope you just have to change the texture path and in the CK it's the same process - i created a complete new weapon but i had to set up the new paths as well.

 

AGGG, ok, well at least I know how to do it now, but damn I wish Bethesda had included more in the CK, on top of this I have to download 3ds max to make new weapons because there's barely any support for maya. But hey, thanks for the clarification, maybe now I can feel like I'm modding better then an over weight 13 year old.

Why do i feel like things were so much simpler back when i was modding doom.

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not sure if get this but I have changed texture path in CK .. need to set up a texture set 1st and then assign it to the item want to use. Created a new texture for draugr and then created a texture set for it in the game and then able to use it to overwrite the existing texture on any draugr that want .. same with tables, chairs and other things in the game. this allows me to use gimp, paint.net or others to create the dds and then use the new set to change the look of existing items and just give new names .... now if out to lunch on this (always a possibility as I luv lunch especially the liquid kind) ignore my input ...

 

best

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Afaik it's not possible to change the texture path in the CK (pls someone correct me if i'm wrong but this is my current knowledge) so you have to copy the NIF files of your weapon, set up a new texture patch and connect them to your CK cells.

 

texture sets should still work on weapons :unsure:

 

If you don't need to edit anything in the nif like material or something, then you should use those, Saves wasting space on including it in the download and loading another nif in mem when it might already be loaded.

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  • 2 weeks later...

Christ, why did they do that the hard way? How difficult would it have been to simply add a dialog similar to the model picker that would allow you to pick a texture for it? This explains why many of the male and female models have identical uv maps, and two separate paths with identical textures in them. The prisoner's cloths are prime examples. the male, female, and ragged trousers all use the same texture, but have different paths. They would have saved quite a bit of file space had they simply made it so that different models can point to the same texture, or one model can use multiple textures.

 

Now that my ranting is complete, can anyone point me to a tutorial about these texture sets?

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Well I know from my tinkering in the Creation Kit that if you are putting in a new armor or weapon set, you have to put in a corresponding texture set.

 

Case in point, I wanted to make a retexture of Wolf Amour that I made into a unique armour set. But I realized I couldn't do that when I tried to point the NIF's texture node to my textures, it wouldn't show up properly.

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