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Softcoding texture paths in Nifskope...


lonezergling

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Ok. Assuming the same theory of Oblivion soft-coding applies;

 

"c:\program files\bethesda softworks\fallout 3\data\textures\weapons\2handhandle\<mod .dds files>"

 

would become

 

"textures\weapons\2handhandle\<mod .dds files>"

 

However, when I do this, the texture loads but any and all decals (blood, smoke, etc.) become black, textureless squares.

 

 

Do I need to Invalidate these textures? From what I remember from Oblivion modding, being able to code the texture paths through the G.E.C.K. meant we no longer needed ArchiveInvalidation, as that was only for texture replacers on stock meshes and not completely new meshes AND textures...

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