Vuanotto Posted July 10, 2018 Share Posted July 10, 2018 (edited) To elaborate a bit, I've finished the model, but unfortunately saved as a .max file instead of exporting it as a .nif, and reopening the file to finish the work, I had a pop-up saying 3ds max couldn't find the textures for the models, presumably because the base model (summer shorts) was imported as a .nif into 3ds max. Can anyone give advice on how I would bring it over to .nif and apply already in-game textures to the model? Here's the model in 3ds max for anyone who is curious, and also just screenshot in case it helpshttps://imgur.com/a/u9SolWW Edit:Just realised I posted in the wrong section. Please forgive! Edited July 10, 2018 by Vuanotto Link to comment Share on other sites More sharing options...
Lagruej Posted July 10, 2018 Share Posted July 10, 2018 (edited) You'd probably want to use BAE to extract the texture files, put them in the Fallout 4 directory where they would normally go (so they don't get counted as external files) and hook it all back up in NifSkope. (or 3Ds Max if it does that - idk, I have installed but work in Nifskope more.) When working from Nifs you extracted from the game you ideally always extract the corresponding textures as well - unless you plan to add new ones.BAE has a built in search bar, so as long as you put all the archives in it, you can type the filename you're looking for and extract just that. BAE will also show you the directory path, so if you need to make new folders in the FO4 directory you just name them as they were in the Archive. If you don't care about adding "external" files you could also just straight up drop them in the Textures folder and call it a day, the in-game variant will be unaffected, but you will basically be bundling a texture to your mod that isn't necessary as it already exists in-game. This will only be a problem if you upload to Bethesda.net though. It's the lazy way, in a sense, but it works just as well, especially for personal use. Imo though if you mod often or plan to do more, might as well extract it all to a folder so you don't have to later. Edited July 10, 2018 by Lagruej Link to comment Share on other sites More sharing options...
Vuanotto Posted July 10, 2018 Author Share Posted July 10, 2018 You'd probably want to use BAE to extract the texture files, put them in the Fallout 4 directory where they would normally go (so they don't get counted as external files) and hook it all back up in NifSkope. (or 3Ds Max if it does that - idk, I have installed but work in Nifskope more.) When working from Nifs you extracted from the game you ideally always extract the corresponding textures as well - unless you plan to add new ones. BAE has a built in search bar, so as long as you put all the archives in it, you can type the filename you're looking for and extract just that. BAE will also show you the directory path, so if you need to make new folders in the FO4 directory you just name them as they were in the Archive. If you don't care about adding "external" files you could also just straight up drop them in the Textures folder and call it a day, the in-game variant will be unaffected, but you will basically be bundling a texture to your mod that isn't necessary as it already exists in-game. This will only be a problem if you upload to Bethesda.net though. It's the lazy way, in a sense, but it works just as well, especially for personal use. Imo though if you mod often or plan to do more, might as well extract it all to a folder so you don't have to later. Thanks for the reply! I'll give all that a shot and report back! Link to comment Share on other sites More sharing options...
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