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[HELP] BGSMs won't work


saintgrimm92

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I've followed guide after guide to the letter, spent hours and hours on 1 single mesh, and I just can't get the texture to work.

 

I thought I'd start out modding FO4 by making some gear out of recycled vanilla and dlc pieces, this is what my BGSM file currently looks like, it's just the trapper hood from far harbor with my retextured diffuse map, everything else is left how it was by default:

 

bgsm_file.jpg

 

 

Here's the NIF file:

nifmats.jpg

 

and the texture property (also unchanged from the original, except for my diffuse) It works here, to test if it was the BGSM or not, I removed the diffuse from the texture set and the nif went white in nifskope:

niftex.jpg

 

 

So at once the first obvious question is "is the bgsm in the right spot", here's the file path for that (reaperhood and reaperhood01 are pretty much the same thing, just made a 2nd one in case the CK wasn't updating like the skyrim ck):

 

bgsmlocation.jpg

 

Anyone able to offer advice?


EDIT
CK view:

ckview.jpg

 

 

And in-game (as you can see, mask.bgsm doesn't work either):

ingameview.jpg

Edited by saintgrimm92
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I've followed guide after guide to the letter, spent hours and hours on 1 single mesh, and I just can't get the texture to work.Â

Â

I thought I'd start out modding FO4 by making some gear out of recycled vanilla and dlc pieces, this is what my BGSM file currently looks like, it's just the trapper hood from far harbor with my retextured diffuse map, everything else is left how it was by default:

Â

bgsm_file.jpg

Â

Â

Here's the NIF file:

nifmats.jpg

Â

and the texture property (also unchanged from the original, except for my diffuse) It works here, to test if it was the BGSM or not, I removed the diffuse from the texture set and the nif went white in nifskope:

niftex.jpg

Â

Â

So at once the first obvious question is "is the bgsm in the right spot", here's the file path for that (reaperhood and reaperhood01 are pretty much the same thing, just made a 2nd one in case the CK wasn't updating like the skyrim ck):

Â

bgsmlocation.jpg

Â

Anyone able to offer advice?

 

 

EDIT

CK view:Â

ckview.jpg

Â

Â

And in-game (as you can see, mask.bgsm doesn't work either):

ingameview.jpg

I'm not sure why you have the color remapping turned on. But from what you show of the bgsm it should work. Make sure the nif doesn't have extra spaces before or after the material filename. Also in the bgsm make sure the texture doesn't have extra spaces either.

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the remapping is on because it was just something I tried at once it wasn't working without it. No spaces.

 

Could it be the material editor? I've got the 1.5 version from the github link on the material editor mod page. I tried downloading from the mod's "files", but tried the one from the link when I couldn't get it to work, but both gave the same results...

I can't seem to get the material editor that came with creation kit to work, nor find a guide on how to make it work/set it up. Everyone asking how to seems to just be told to use the one from the nexus.


Before the CK even came out, I made a retexture of the synth stuff. Wish I could remember how I did that, as far as I know it's still working lol


EDIT: I know for sure the problem is the BGSM itself, as everything else works in nifskope, and I've tried just using my BGSM on the vanilla item with the same result.

 

 

EDIT 2 - pictures:

 

This is the vanilla (or rather dlc) item with my diffuse in the texture set AND my bgsm.

original.jpg

 

 

 

And here is the same model, with just my diffuse removed to show that it's the bgsm that's not working:

original2.jpg

 


I also considered it could be an issue with my edited mesh (I removed the bandana face mask) but at once it's not working on the original either, it HAS to be the bgsm file.

Edited by saintgrimm92
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Last message was getting long, and I know most people only look for answers in the first few lines of a post... So...

 

I fixed it. Instead of using Material Editor I found "Gibbed Tools" here on the nexus and it sounded familiar (like it might be what I used for my institute retex) and it's not nearly "as nice"... it converts bgsm into json, which I edit with notepad and put in the texture paths and change back to bgsm file. While Material Editor seems to simply not work for me, Gibbed Tools does work.

 

 

 

Just showing that it works now - Notice diffuse is gone from texture set, but hood is still textured.

finally.jpg

Edited by saintgrimm92
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