Jump to content

Question about fixing the wetness aspect on textures/nifs


Undernier

Recommended Posts

 

 

Hi everyone,

 

So, I've been working on a winter texture mod and I ran into the problem, shown in the picture, where when it's raining/snowing, parts of this nif don't get wet.

 

From what I can tell, this nif (groundhalve something...) as well as a few others, don't have the right shaders information or are missing links to bgsm files.

 

I managed to fix this one file so that the clear ground get the same wetness shader as the rest of the snow.

 

The problem is that, by fixing the nif and adding the appropriate bgsm link, it only works if the precomb are broken.

 

My question is simple then, is there any other way to change the wetness aspect so that it would apply all the time? I don't know much about how precomb work but since I've notice that you can replace textures without having to regenerate them, I'm wondering if something similar could be done for wetness.

 

Thanks.

Link to comment
Share on other sites

Editing materials and textures is safe. Editing the nif in any way, even if only to switch to other material file or add alpha property, requires to generate precombined geometry and precombined visibility for the cell. If your nif file has a BGSM, open it and check Root Material Path(just above Emittance and Aniso Lighting). There has to be reference to another material for wetness. Looks like this:

template/ArmorTemplate_Wet.bgsm

In case there isn't, open Fallout4 - Materials.BA2, go to Template, you will find stuff like ArmorTemplate_Wet.bgsm, AsphaltTemplate_Wet.bgsm, etc. Decide on appropriate material. You will have to enter the path manually or by copying names.

 

Edit: You can get some information about wetness material from this mod: https://www.nexusmods.com/fallout4/mods/23389

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...