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Duplicating an entity and changing it's texture?


Overtaker99

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Hi! This is my first ever post to the Nexus, I've barely ever even read much on here. My main purpose of the Nexus has been specifically getting mods, so if this is in the completely wrong thread, please forgive me, haha.

 

Anyway, for a while, I was using the "Beast Master - Creature Companion Overhaul" mod by steelfeathers. If you like non-human companions like Dogmeat, but want a little something more, I HIGHLY suggest you check it out. (I can't seem to find the link right now, i'll edit this later when I can.) Using it, I developed a liking for Deathclaw companions. They're bulky and they get in the way sometimes, but I find them adorable and frankly pretty bad*ss. It only offers vanilla Deathclaws, obviously, but I found out there is also a set of commands to make ANY NPC your companion. (For anyone curious, i'll list the series at the end of the post.)

 

I've also been using the Quantum Deathclaws mod by ReputedRug ( http://www.nexusmods.com/fallout4/mods/23067/? ) that adds this beautiful specimen back into the game. (It was originally supposed to be vanilla in Nuka World, and was cut.) As well as the Demon Deathclaw by Galejro. ( http://www.nexusmods.com/fallout4/mods/2956/? ) Both amazing mods, and really simple, thus no compatability issues. If you're a Deathclaw person, again, check these beauties out! Originally, I thought Galejro's mod ADDED this beautiful hellbeast, but later found out it was a retexture of the glowing deathclaw.

 

I was messing around in creation kit trying to duplicate the glowing deathclaw, and add Gale's texture to the second, so that I could have both in my game. (Of course for my personal use only.) I have the .nif, and 4 .dds files, but I cannot for the life of me figure out how to incorporate it into a skin. Anyone who could teach me to work with this? I'd love to use this concept with some of my own retextures to add some cool new creatures too, but I figure it'd be much easier to start with something premade. Thank you so much in advance for any advice or guides!!

~Overtaker99

 

And, as promised, the set of commands to turn NPCs into your companion! :smile: (I haven't tried it with anything that involves main quest entities, always make saves before messing around with mods or console commands! You have been warned :tongue: ) Select an entity in console commands, and:

 

1. Use "removefromallfactions"

2. Use "Setconsolescopequest followers"

3. Use "forcerefintoalias dogmeatcompanion"

4. Use "setrelationshiprank player 4"

5. Use "setplayerteammate 1"

 

And that's it! Of course, remove the quotes from all commands.

 

If your new companion is hostile towards settlers or other companions, use these:

 

 

1. Use "setav 2bc 1"

2. Use "Setav 2bd 4"

3. Use "Setav 2c1 2"

 

And if your companion tends to run away when you get into a fight (Cowardly AI):

 

1. Use "setav confidence X" (Replace X with 1, 2, 3, or 4. These are levels of confidence.)

2. Use "setav aggression X" (Replace X with 1, 2, or 3. NOT 4 on this one. These are levels of aggression.)

 

That should solve all problems :smile: Have fun!

Edited by Overtaker99
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Make a new .bgsm file and point it to your 4 .dds files. eg: glowclaw.bgsm (material editor)

Now, make a new MSWP record in CK. say glowclaw

In there, tell it to swap the original .bgsm file for the new one.

 

Now, make your new glowy deathclaw critter.

Where it shows the model (nif) to use, select edit, then tell it to do a material swap and choose your new one.

 

If you're just editing the basic one, same deal, except instead of a new deathclaw, just tell the old one to do a swap and use the glowy .bgsm.

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So this is where I got up to before I got confused... I created a new .bgsm. I think I did it correctly, but I feel like I might have had to add more to it. I used the material editor app (Seperate from the CK, I assume that's what you were referring to. If not, my bad, please let me know.) In this, I set options only under the "Materials" tab. I didn't touch "General" or "Effect". In "Materials", I associated the .dds that ended with _d with Diffuse, _n with Normal, _s with Smooth, and _g with glow. (The _g file was in color, so I figured it didn't belong in greyscale.) I hit file, save as, named it and put it on my desktop. From there I copied it into C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Materials\actors\deathclaw. Then, in CK, I went under the Material Swap tab. I created a new entry, set the directory for the original file, to the base deathclaw option. (I copied it directly from the material swap for the glowing deathclaw, so I know I got it right.) And I set the remodel to the newly created .bgsm file. Now i'm confused. Which original glowing claw files do I dupe? I know from there i'll need to direct the duped files to the .nif I got from Galejro's original mod. But will I also have to somehow link/associate the old .nif with the new .bgsm first? Thank you so much for your help.

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So this is where I got up to before I got confused... I created a new .bgsm. I think I did it correctly, but I feel like I might have had to add more to it. I used the material editor app (Seperate from the CK, I assume that's what you were referring to. If not, my bad, please let me know.) In this, I set options only under the "Materials" tab. I didn't touch "General" or "Effect". In "Materials", I associated the .dds that ended with _d with Diffuse, _n with Normal, _s with Smooth, and _g with glow. (The _g file was in color, so I figured it didn't belong in greyscale.) I hit file, save as, named it and put it on my desktop. From there I copied it into C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Materials\actors\deathclaw. Then, in CK, I went under the Material Swap tab. I created a new entry, set the directory for the original file, to the base deathclaw option. (I copied it directly from the material swap for the glowing deathclaw, so I know I got it right.) And I set the remodel to the newly created .bgsm file. Now i'm confused. Which original glowing claw files do I dupe? I know from there i'll need to direct the duped files to the .nif I got from Galejro's original mod. But will I also have to somehow link/associate the old .nif with the new .bgsm first? Thank you so much for your help.

 

You got the textures right. If you want it to actually GLOW though, you have to check the "Emittance Enabled" and then choose the color.

Emittance Multiplier for just how bright. (glow to highlight or glow like a beacon kinda thing)

 

BTW, you linked the same mod in your OP.

 

So, we have original deathclaw, and green glowy deathclaw.

Now we have mod 1 blue glowy deathclaw.

Now we have mod 2 blue glowy deathclaw.

 

 

If you want mod 1 to use the info from mod 2, then you change the swap for the blue glowy one in mod 1.

So if it's deathclaw used say quantumblue.bgsm for the swap, and you made a myownblue.bgsm, just tell that deathclaw nif to use it for the custom swap.

 

If you want both, that's different.

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  • 2 weeks later...

 

So this is where I got up to before I got confused... I created a new .bgsm. I think I did it correctly, but I feel like I might have had to add more to it. I used the material editor app (Seperate from the CK, I assume that's what you were referring to. If not, my bad, please let me know.) In this, I set options only under the "Materials" tab. I didn't touch "General" or "Effect". In "Materials", I associated the .dds that ended with _d with Diffuse, _n with Normal, _s with Smooth, and _g with glow. (The _g file was in color, so I figured it didn't belong in greyscale.) I hit file, save as, named it and put it on my desktop. From there I copied it into C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Materials\actors\deathclaw. Then, in CK, I went under the Material Swap tab. I created a new entry, set the directory for the original file, to the base deathclaw option. (I copied it directly from the material swap for the glowing deathclaw, so I know I got it right.) And I set the remodel to the newly created .bgsm file. Now i'm confused. Which original glowing claw files do I dupe? I know from there i'll need to direct the duped files to the .nif I got from Galejro's original mod. But will I also have to somehow link/associate the old .nif with the new .bgsm first? Thank you so much for your help.

 

You got the textures right. If you want it to actually GLOW though, you have to check the "Emittance Enabled" and then choose the color.

Emittance Multiplier for just how bright. (glow to highlight or glow like a beacon kinda thing)

 

BTW, you linked the same mod in your OP.

 

So, we have original deathclaw, and green glowy deathclaw.

Now we have mod 1 blue glowy deathclaw.

Now we have mod 2 blue glowy deathclaw.

 

 

If you want mod 1 to use the info from mod 2, then you change the swap for the blue glowy one in mod 1.

So if it's deathclaw used say quantumblue.bgsm for the swap, and you made a myownblue.bgsm, just tell that deathclaw nif to use it for the custom swap.

 

If you want both, that's different.

 

 

Sorry this is so late. I had some stuff in real life I had to tend to. I did screw up the links, thanks for the heads up! I fixed them just now. Look at the second one, by Gale. I have the Quantum in my game already (Because of the first mod.) I want the red one (second link) in the game ALONGSIDE the vanilla game green one. However the second mod REPLACES the green one with the red one. So here's where i'm still confused... 1. If I got the textures right when making my .bgsm, where do I put the new .bgsm? And do I need to place the original .dds files I used to make the .bgsm somewhere too? 2. Once that's where it needs to be, I'd go into CK... I found where I would need to switch the material swap, it doesn't show up. (Obviously, because I don't have the files in the right place yet.) When I put them where they are supposed to go, will the new texture just show up? Or will I have to do something else first? 3. Do I have to do anything specific with a .nif if i'm just changing the skin? Thanks in advance!

Edited by Overtaker99
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I've been changing my mod structure (slowly) so that instead of the original locations, they are under my name, eg: BlueBeer

 

so: textures/BlueBeer, materials/BlueBeer, meshes/BlueBeer (all under the Data folder of course)

 

under my folder, I'll duplicate the existing structure to make things cleaner. That's where I put my textures, copies/edits of meshes, and my own bgsm files.

 

CK will see the folders when you are choosing what files to use.

 

Mind you, all my items are not just replacing the default stuff, with very few exceptions. (the neon wasteland versions are changing the defaults by design)

 

The mods you are talking about look like that's what they do, change the original deathclaws to now glow.

 

If you want all 3 versions, you're going to have to make NEW deathclaws and put them in the game somewhere.

 

Otherwise, it's original, or blue, or red.

 

Now, if you do make copies, lets call'em blueDC and redDC.

Under the appropriate one, that's where you do the MSWP stuff.

 

So put your textures under your folder name textures/overtaker99/whereverthedeathclaw_dds , same for materials. You don't need to edit the actual meshes for this.

 

Under the blueDC critter, choose the edit for the mesh path, and then pick the blue MSWP record you made.

Do the same for the redDC.

 

Don't forget to change the NAME of the critters. you can use that to find their ID in game. (for some of my stuff, a help bluebeer 4 in the console will list them, others I have to search differently)

 

FO4Edit should also give you the item ID (sometimes CK will, sometimes not)

Then the placeatme command can be used to spawn them.

 

Or, you can then edit some of the cells in the CK to spawn the different color ones, instead of the regular ones.

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I've been changing my mod structure (slowly) so that instead of the original locations, they are under my name, eg: BlueBeer

 

so: textures/BlueBeer, materials/BlueBeer, meshes/BlueBeer (all under the Data folder of course)

 

under my folder, I'll duplicate the existing structure to make things cleaner. That's where I put my textures, copies/edits of meshes, and my own bgsm files.

 

CK will see the folders when you are choosing what files to use.

 

Mind you, all my items are not just replacing the default stuff, with very few exceptions. (the neon wasteland versions are changing the defaults by design)

 

The mods you are talking about look like that's what they do, change the original deathclaws to now glow.

 

If you want all 3 versions, you're going to have to make NEW deathclaws and put them in the game somewhere.

 

Otherwise, it's original, or blue, or red.

 

Now, if you do make copies, lets call'em blueDC and redDC.

Under the appropriate one, that's where you do the MSWP stuff.

 

So put your textures under your folder name textures/overtaker99/whereverthedeathclaw_dds , same for materials. You don't need to edit the actual meshes for this.

 

Under the blueDC critter, choose the edit for the mesh path, and then pick the blue MSWP record you made.

Do the same for the redDC.

 

Don't forget to change the NAME of the critters. you can use that to find their ID in game. (for some of my stuff, a help bluebeer 4 in the console will list them, others I have to search differently)

 

FO4Edit should also give you the item ID (sometimes CK will, sometimes not)

Then the placeatme command can be used to spawn them.

 

Or, you can then edit some of the cells in the CK to spawn the different color ones, instead of the regular ones.

 

Thanks! I'll try that when I get home tonight and get back to you.

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