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Assets I used in my mod are not working?


bananakillerBRO

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I'm attempting to make a companion mod that uses custom armor, weapons and voice lines, but nothing I've used works.

 

The mod works fine on my PC, his armor and other assets show up just fine. But when I export him to another computer, he shows up as those large red triangles.

 

The file path I have set up is Meshes/Church/Armor/Halo4MasterChief.nif

 

I've gone over it a few times, and everything seems to be in the right spot, I can't figure out what I did wrong. What am I missing here?

 

I'll include the file as well, maybe that will help solve this issue- https://drive.google.com/open?id=1EnMgH9gjfzWseLG3PDjsqmqHrpAtzmOM

 

 

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well, the paths looks ok to me.

 

I change to my own path just to test the helmet (I did not put the textures because it would take time) and no problem with the meshe file either

 

http://i68.tinypic.com/k0fzq1.png

Edited by YanL
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Not my area of expertise, BUT ... If YanL had to "change to my own path", then that tells me the path is not "universal" (i.e. it must be relative starting below "Data", which it seems to be as presented). Suggest changing "Meshes/Church/Armor/Halo4MasterChief.nif" to "Meshes/Armor/Church/Halo4MasterChief.nif" is more in accordance with what I've seen from other mods. "Church" is not an expected category for the game engine like "Armor", but grouping by mod name under the appropriate sub-category seems to work. (Not tested with your mod.)

 

-Dubious-

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oh no, I just changed to my own path because I not installed his mod and I used one of my mods.

 

I just did that to see if maybe the meshes have some problem ingame, maybe when it was exported or something like that.

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Alright, I've organized the files into subcategories. But before I go organizing these into a new ZIP file, I was wondering if there was a quicker way to export the .esp and it's assets? Rather than rewrting all its positions manually. Can I use FNV edit for this or do I have to do it manually?

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What do you mean by exported? Didn't you just simply grab the .esp and the loose file folder assets it relies on dropping them into the other's Data folder.

Maybe you just need to run archive invalidation on the new comp ?

Or it is the install location/ permissions of the new comp causing a problem ?

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I agree that you need to clarify what you want to accomplish a little more. If you are just talking about gathering up the necessary asset files for packaging, there is the Skyrim tool "Tracking Mod Creation (TMC)" which supposedly supports FO3/FNV folder structure since the last release.

 

OTOH, if you are talking about changing the paths linking the texture files in the mesh files, don't know of any way other than manually. It would seem to be something that could be scripted once the asset file structure was understood. (Don't know if xEdit, which can apply scripts, actually understands mesh/texture file structures (like NifSkope does?) but it seems to be outside of it's "records" oriented scope.) Have no idea if such exists but will be happy to add the tool/info to the list if someone develops one.

 

-Dubious-

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Heya! Quick update. I put the meshes in textures into subcategories like "Armor" and "Weapons" and it's all showing up now! Thanks!

 

Also, sorry I didn't clarify better, lemme try to explain what I was saying about exporting files. What I meant was is there an easier way to export content from the game files into its own mod zip. folder. But like Dubious said it looks like I need to either use OTOH or xEdit to make scripts. And since I currently don't know a whole lot about scripting such things, it looks like I'll be doing it manually, which isn't too bad. Thanks!

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Looking into another problem, I just rediscovered there are already two NifSkope "mods" listed for that purpose:

They are supposed to work with FNV asset files. (Sorry I forget about them. Too many things to keep track of.)

 

-Dubious-

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