Riven1978 Posted January 6, 2009 Share Posted January 6, 2009 Ok here is the scoop. I am trying to place a piece of clothing into my esp, well really more then one. Some of them are armor replacements that i want as standalone s (or in addition to the original armor. My problem has been so far is i cant figure out how to import from one esp to another, I am sure there is a way to do it after i figure out how to do the import then i can work on making sure that all the clothes i want in the game actually work. For now does anyone know how to do this? Here is what i am trying to accomplish with this just to try and stem any confusion; I am trying to get clothes made by other people (i.e Nippy or Malos) into a single esp file for me to use, later i may ask everyone's permission to actually upload it but haha with me that may take forever. If anyone who actually knows what they are doing want to do this instead the by all means have at it, i would like everyone's clothing and armor that they have made into one file(sorry i like variety, and hate having to exit the game to switch mods for something new) if you need further explanation don't hesitate to pm or reply here. Oh and i would rather not have to take the route of doing each one individually (but will if no other way)Thx in advance. Link to comment Share on other sites More sharing options...
skojolt Posted January 6, 2009 Share Posted January 6, 2009 an ESP file only holds database entries for the mod, the assets are stored in a package file with the bsa extension. I don't know if tes4gecko works on fo3 ESPs or not, but it was made to merge esps and tag as plugin/master and stuff. Link to comment Share on other sites More sharing options...
Riven1978 Posted January 6, 2009 Author Share Posted January 6, 2009 an ESP file only holds database entries for the mod, the assets are stored in a package file with the bsa extension. I don't know if tes4gecko works on fo3 ESPs or not, but it was made to merge esps and tag as plugin/master and stuff. Thx for the tip i will have to look that program up (with over 100 different mods i could drastically reduce the amount to around 80 or so with merging the clothing, only problem is how would i go about merging it if two armors use the same armor in the game (i.e bland armor is used to create two of my armor mods.) I like them both and would love to just add one of them to the mod without the conflict and still be able to use both Link to comment Share on other sites More sharing options...
nikokurk Posted January 7, 2009 Share Posted January 7, 2009 only problem is how would i go about merging it if two armors use the same armor in the game (i.e bland armor is used to create two of my armor mods.) I like them both and would love to just add one of them to the mod without the conflict and still be able to use both Open the GECK. Click File, then Save your new esp. Now click File and click on Data. Select the Fallout.esm and any esp files you want to use. Set your new esp file as active. In the GECKs Object Window under Miscellaneous you will find and select Texture Set. Right Click on the right panel (where they are listed in a Spreadsheet format) and select New. Give the Texture Set an ID with no spaces or special characters. Now in the Object Window Click Items and Armour (almost all the clothing is here as well). Find and select one of the items of clothing for which you want an alternate Texture Set. For example OutfitPrewarCasualwearDirty is a good one to see what we will be doing as it already has an alternate texture. For now it might be a good idea to click Edit on it. Click on the Edit button next to the biped model. You will see 3 columns under Alternate Texture. The column that says New Texture is the alternate one and points to the Texture Set 1950sCasualOldMale or 1950sCasualOldFemale whichever biped you were looking at. The preview pane shows the model with the alternate texture. Models that do not have alternate textures would have nothing listed under this column. Close this model click OK to close the Biped Model box and click Cancel to close the Armor box. (Whenever you think you may have made a mistake OR EVEN WHEN YOU ARE JUST LOOKING ALWAYS click cancel to avoid harming your mod or unintentionally changing something. Or close the GECK without saving. Only save or click OK when closing a box when you want to save changes.) OutfitPrewarCasualwearDirty is a clone of OutfitPrewarCasualwear. Click on Edit OutfitPrewarCasualwear and edit Biped Model to compare the two. When you click on Edit Biped Model you will notice there is nothing listed under New Texture. If we wanted to give this model a third texture we would clone the original, by clicking Edit on the original and giving it a new ID Name, and assign it a new Texture Set. OutfitPrewarCasualwear2 is a third instance in this case. You would do this as many times as you wanted textures for the same model. So far we have created an empty Texture Set. Now find one of the clothes you want an alternate for under Armor Click on it to highlight scroll right to column Model write down the name of the Nif file highlighted. (The nif file is the actual mesh, 3D model.) In your install folder usually C:\Program Files\Bethesda Softworks\Fallout 3\Data\Textures unless you chose otherwise, you will find all the texture files that have been modified. (The originals would be in a packed BSA file.) Perform a search function on this folder and its subfolders using the name you wrote down earlier but without the NIF extension. 99.999% of the time you will find not one but surprise two files maybe more in case of weapons. Now open your empty Texture Set by clicking Edit and assign textures. Highlight Diffuse and click the Edit button, browse to the folder and file you found earlier and click on the file with the dds extension that most closely resembles the name of the Nif file you wrote down. The column filename will become populated and you will see a weird picture in the preview window. Highlight Normal/Gloss and click the Edit button again and then browse, if necessary, to the same folder and click on filename_n.dds and a weirder purplish looking thing will appear in the preview pane. Click OK. Now go to the "Armor" you want to assign this new Texture Set to and right click Edit on it. Assign it a new ID Name to clone it similar to but not exactly the same as the Texture Set for example TextureSetName01. Click on Edit biped model gender up to you. When the box opens DO NOT click on the Edit button or you will assign it a new Nif, instead highlight the appropriate body parts one at a time and right click and select New a drop down menu will appear. Scroll down to the Texture Set you created and doubleclick. Do this for each body part and see the preview pane change and the New Texture column become populated. Click OK and click OK again to save your changes. Place your object in an interior cell that is safe from prying eyes. Save and close you Esp. Open the game go to where you dropped your object in the GECK and test it. Link to comment Share on other sites More sharing options...
nikokurk Posted January 7, 2009 Share Posted January 7, 2009 Oh yeah, head gear is a bit different. Sometimes the axis changes in the GECK when you use the new item. It will appear on your left shoulder sideways. When this happens open the GECK with Fallout.esm and your file active. Under the Character Menu click on Update FaceGen model availability and this will usually correct the error. Otherwise there might be something else wrong. Has always worked for me though. Try placing the head gear in an NPCs inventory that doesn't normally wear one in the GECK to see what happens. Link to comment Share on other sites More sharing options...
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