Plangkye Posted October 17, 2020 Share Posted October 17, 2020 (edited) Getting back into the old love that is Elder Scrolls modding, and I decided my first mod should be a Nirnroot replacer because there is exactly one option for that out there (which is a very nice plant, but doesn't look like a Nirnroot to me) and the vanilla Nirnroot is simply unacceptable. I have all my textures made up and I've tried adding a glow map running along the veins in the leaves to floranirnroot01.nif, and it looks fantastic in NifSkope: But unfortunately, though I thought I'd correctly added the Glow Map property to Shader Flags 2 (Shader Flags 1 already has Own_Emit checked for the Nirnroot) and put the path to my glow texture in the third texture slot, something's gone wrong and ingame it displays as if my glowmap is solid white: And if I try copying and pasting a BSLightingShaderProperty from another mesh that has a glow map already (the one for Glowing Mushroom for instance), this happens: Here is the Block Details screen for the BSLightingShaderProperty, for both attempts - I can't even find a difference in the two versions when I go through every block individually, which is bizarre, since they appear so differently ingame. Can anyone tell me what the devil I'm doing wrong here? Thanks in advance EDIT: Also, I've noticed that editing the .nif seems to get rid of the nebulous light aura that surrounds Nirnroot plants and I don't know why. Can anyone help with that, too? Edited October 17, 2020 by Plangkye Link to comment Share on other sites More sharing options...
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