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[LE] Silly question about textures and duplicate assets.


avallanche

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Hi.


I'm creating a castle in the CK using most vanilla assets and now that it's almost finished i'm considering changing some textures... walls and towers mostly...


The problem is... I dont want to change vanilla textures, only the assets I used. I should have duplicated them at the start, but I didnt... so... is there a way to duplicate the objects "in place" so I dont have to redone everything? Or is there a way to replace the texture of one specific asset without changing it globally?


Thanks.

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I fear I didn't understand the whole problem but if you want your vanilla assets using other textures than the vanilla textures then you could

 

1. edit the texture paths inside the meshes via NifSkope (but that would require that you duplicate these meshes AND the corresponding records in the CK)

2. you could duplicate the records of the assets only in the CK and assign so called TextureSets to them that point to your new textures. Of course you would have to create these texture sets.

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I'm sorry if I didn't make it clear...


What I mean is... I placed some structures around (towers, houses, walls and stuff) without duplicating them... so now, if I change the textures it will change it globally, right? I dont want that.


So... is there a way to change the textures now, without duplicating the itens just so I dont need to place them again?

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As far as I know (creating/placing buildings etc. in the CK is not that my area of expertise) that is not possible.

 

But I don't know what happens when you try to "Edit Base" and then simply change the "ID" to an asset you duplicated just with a different texture.

 

 

r6jhl927.jpg

 

In this case you wouldn't need to place the asset again.

Edited by Novem99
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in the object list select the castle piece whose texture you want to change, R-Click, duplicate it and give it a new name. Then create a new texture set. Edit your renamed castle piece and give it your new texture set. Then in the render window use CNTRL-F, choose option selected item only, and pick your edited castle piece from the drop down menu. That will replace the vanilla piece with your retextured one without changing any other vanilla pieces.

 

You could also in meshes folder duplicate and rename the castle mesh and edit the textures there. Then in the CK object list in statics, r-click, New, give it a name and edit it to point to your new mesh. You should be able to see it in preview pane. Then in the render window like before use CNTRL-F to substitute your newly created castle piece.

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Good news! .. this is not only doable but comes out well worth the work. But it takes a few tricks. There are a few ways to do this ... this is the way I do it.

 

#1. Find you object in the editor then duplicate and rename it.

#2. Getting the mesh out of the game. You will need a bsa file unpacker to do this part (few right on the Nexus). Unpack the system .bsa files and store them.

Find the name and where the mesh is in the editor. It will be the in same place in the unpacked files.

#2. Setting up your texture. Use Nifskop for this part. Load up the mesh you just found. You'll have to track down where the texture is defined then aim it at your texture (It should be only one simple edit).

#3. Adding your new custom object. Use the editor for this part. Using the object you duplicated. Find where the mesh is defined and aim it at your new mesh

Now you have a newly made custom object with a custom texture that will not hurt the game in anyway. However you will now need to pack it in a .bsa and include that in your mod.

 

The best way to go about this is to make a new folder in both the mesh and texture folders by the same name. Something like CastleObjects or whatever you like. Have all this set up before you start so you have known spots ready for your edits to go. It also may be helpful to do each part one at a time.

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