Ammonhra Posted March 20, 2013 Share Posted March 20, 2013 Rocky and Bullwinkle titling, ftw.Anyway, right into it:I'm playing with this mod by SpaceWiking that allows you to have effects on your character:http://skyrim.nexusmods.com/mods/14156The only thing is, I want the lightning effects to be closer toThis color: #00aeef I've been looking in the directory; there's no separate mesh nor texture, so I'm assuming that it's referencing a vanilla mesh or texture.I looked through the ESP, but I don't fully understand hex editing. I don't mind all the lightning in the game to be changed to that color; I'm just trying to match it up with my Aetherium Power Armor. Is there a way for me to 1) find out which texture/mesh the effects are referencing and2) edit/mod that texture/mesh so that the color is #00aeef? If it matters, I have the DDS plugin for Photoshop already, but I don't have access to the Autodesk suite, and the Nifscope-to-blender process is kind of broken, at least on my computer. Thanks for reading all this, and thank you in advance for your help! Link to comment Share on other sites More sharing options...
MShoap13 Posted March 20, 2013 Share Posted March 20, 2013 (edited) You are looking for a vanilla file.To find out which one, you'll need to open up the plugin in either the CK or TES5Edit and find the record pertaining to the stone that has the effect you want to change that references the .nif effect.I believe you can alter some effects coloration directly in the plugin but I'm not sure on that, and it would be on a case-by-case basis. If not, once you know which animation you're looking for, you can extract a copy of it from your .bsa files with something like BSAOpt. From there, you can view it in NifSkope. It may or may not be possible to alter the color directly in NifSkope (see above). If not, NifSkope will tell you which texture you need to be looking for as texture data is stored directly in the .nif. Rinse, repeat with BSAOpt and alter the texture as you like.From here, you'd need to either alter an existing stone from that mod to use your extracted .nif (rename it) and then alter the .nif to point at your new texture (if necessary) or you can make a copy of an existing stone and rename it then have it point to your new resources. Edited March 20, 2013 by MShoap13 Link to comment Share on other sites More sharing options...
Ammonhra Posted March 20, 2013 Author Share Posted March 20, 2013 Thanks!I've tracked it down toActors\DwarvenSpider\Character Assets\DwarvenSpiderCenturionFX.nif And I've opened the file in Nifscope, but all it has are text files, no meshes or textures. Any idea what I'm doing wrong? Link to comment Share on other sites More sharing options...
MShoap13 Posted March 20, 2013 Share Posted March 20, 2013 Here's an older tutorial with information that should still be relevant:Link Link to comment Share on other sites More sharing options...
Ammonhra Posted March 20, 2013 Author Share Posted March 20, 2013 Thanks!I figured it out. Using Tes5edit, I adjusted the color values for the shaders. That took care of the lightning that wasn't the membrane.After scratching my head a while, I realized that the membrane was governed by a shader map. I made a shader map, named it "shadermap2" and placed it in the textures/effects/gradients directory. This allowed me to fully change the color of the effect.Thank you so much for your help! Link to comment Share on other sites More sharing options...
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