I was able to get the skin to be unique to Fawkes by renaming the textures to "fakwes" and "fawkes_n" and changing the texture paths in NifSkope. Now it works like a charm. It really adds to my TTW playthrough.
Edited: 05/29/2021 HOW TO USE AS A UNIQUE TEXTURE FOR FAWKES IN TALE OF TWO WASTELANDS
NOTE: I did this in Fallout New Vegas with the absolutely wonderfully amazing Tale of Two Wastelands mod, but it shouldn't be too different than installing it in Fallout 3, just possibly with different directories. (Maybe? I'll test it eventually)
For Mod Organizer 2 users, be sure to add NifSkope to MO2 and launch if from there.
First of all, make sure your archives are invalidated.
1) - Download and extract Fawkes Reborn textures to "Data\textures\creatures\smspinebreaker" and rename them to "Fawkes.dds" and "Fawkes_n.dds"
2) - Using NifSkope, open the archive "TaleOfTwoWastelands - Meshes.bsa" and find Fawkes under "creatures/spinebreakerdc/spinebreakervault.nif"
3) -Under "View" select Block List
4) -Navigate the block list for the "BBShaderTextureSet" blocks and redirect all instances of "textures\creatures\smspinebreaker\SMSpineBreaker.dds" and the corresponding "_n" texture to the Fawkes Reborn textures. There are a few, do it for all of them. Be careful not to change his clothing or gore textures.
5) -Save the file as "spinebreakervault.nif" to "Data\Meshes\Creatures\smspinebreakerdc" (Create the folder if it isn't there)
To UNINSTALL, simply delete the .nif and textures.
That should be it, sorry I didn't elaborate earlier. You can also use mods that change his Vault Suit without affecting his skin texture.
there is no smspinebreakerdc file, i did everything you said, which all of it was new to me, but i figured it out, right up until your last instruction i hit this wall, that folder isnt there. i tried saving it to smspinebreaker, no luck, i created the smspinebreakerdc folder, saved it in there, no luck.f*#@ me slowly
I know it's a bit of a late reply, but I just reinstalled Tale of Two Wastelands and Fawkes Reborn using my method and it worked for me. I updated it a bit to try and clarify everything a bit better. Hope it helps!
I have found depending on the mod and how it is packaged and whether it utilizes an ESP or not that by using Mod Organizer I can combine several retexture mods together - basically making sure the file folders match so you can take texture packs for example and use various files combined under one mod without adding or using any retexture packs that utilize ESPs which would not work for example. I use the Fallout Hi-Rezzed and install it correctly but then adding in other textures which allows you to make sure there are zero conflicting files, either by Hiding them in Mod Organizer or simply delete whatever nif and .dds files conflict with one another making sure to keep the meshes and textures you want to install and show up in game.
It works quite well and completely cuts off duplicated textures which I believe also bloats your Save Game files with Overwritten textures and or meshes. If anyone is interested PM me and I can explain in further detail. Suffice it to say using Mod Organizer for Fallout 3 is definitely a plus and allows a pretty wide open way of manually installing files into the FO3 Data folder. I also used this method when I installed textures for Oldrim and Skyrim Part Deux using Mod Organizer the same way and it definitely eased both loading times and cut down on overwritten or duplicated texture or mesh files.
I am going to test this out with this mod and see if I can make it so the textures are not used for other Super Mutants.
Interesting mod jjc71 - I look forward to trying it out. Endorsed _ when I'm finished that is
I forgot to mention when using the Robco robots mod (The Mechanist Edition) that I wasn't happy with some of the texture choices in game so I changed the names in the dds files to reflect other Robot texture packs only applied to the Robco Companions robots. Most of them work aside from a couple glow maps which I wish I could get to work with Mr. Gutsy's Improved Military retexture because the visual effects for their engines are different and this mod had some really nice custom robot retextures and I wanted to change and mix - apply to various companion robots.
"ProTip: The Grappling Arm on Mr. Handy is useful when you Upgrade him give him an Energy Weapon and ammo to hold and he shoots right alongside you!" I would like to see him Open Up A Can on some poor sap in the wasteland with either a Minigun or a Missile Launcher.
Mr. Handy's hand module does not look right without the _n_dds file and it isn't compatible it seems with what I'm currently using - New Vegas HD Robot Retextures and trying to rename and apply them as a replacement in the Data folder for the RobCo companions robots. Some work and some do not mix but you can simply rename them and mix them with the generic Wasteland textures and it works just fine and is the best retexture I've seen for robots.
Yeah, basicly this changes not only Fawkes, but many other supermutants as well. Is this intended to do so? I like the texture a lot, how ever I thought that it would be great if Fawkes was one of his kind and unique, if it's possible.
@silberne - I have used RobCo robots and the Mechanist editions alongside the retexture for the Robco robots and simply renamed various nif and dds files so I can test it and see if it can play nice with other files. It does work in fact and sometimes it can cause other issues but you might think of trying that if you're still playing Fallout 3 that is. Simply rename various textures and meshes in a non-ESP retexture mod and using Mod Organizer it allows it to work quite easily. It normally works with the _n_dds files and the regular dds files for the wasteland robots.
2 year old comment I know but hopefully my reply might help someone else in the future installing texture based mods.
I don't know if it's a bug, but all super mutants have the skin. BUT- before you change it, I have to say that I actually quite like it. I've been searching for a long time for a mod that makes super mutants look more like mutated humans and less like the incredible hulk. This mod deserves a lot more recognition. and I'd love it if you made a more comprehensive reskin of supermutants in general (different races, variety, etc).
really awesome work, but it creeps the hell outta me, and with the realistic lighting mods i use this scares me more then i enjoy it. haha, cant say how many times ive shot him because of it. lol. nice work though
36 comments
HOW TO USE AS A UNIQUE TEXTURE FOR FAWKES IN
TALE OF TWO WASTELANDS
For Mod Organizer 2 users, be sure to add NifSkope to MO2 and launch if from there.
First of all, make sure your archives are invalidated.
1) - Download and extract Fawkes Reborn textures to "Data\textures\creatures\smspinebreaker" and rename them to "Fawkes.dds" and "Fawkes_n.dds"
2) - Using NifSkope, open the archive "TaleOfTwoWastelands - Meshes.bsa" and find Fawkes under "creatures/spinebreakerdc/spinebreakervault.nif"
3) -Under "View" select Block List
4) -Navigate the block list for the "BBShaderTextureSet" blocks and redirect all instances of "textures\creatures\smspinebreaker\SMSpineBreaker.dds" and the corresponding "_n" texture to the Fawkes Reborn textures. There are a few, do it for all of them. Be careful not to change his clothing or gore textures.
5) -Save the file as "spinebreakervault.nif" to "Data\Meshes\Creatures\smspinebreakerdc" (Create the folder if it isn't there)
That should be it, sorry I didn't elaborate earlier.
You can also use mods that change his Vault Suit without affecting his skin texture.
Edited: 05/29/2021
It works quite well and completely cuts off duplicated textures which I believe also bloats your Save Game files with Overwritten textures and or meshes. If anyone is interested PM me and I can explain in further detail. Suffice it to say using Mod Organizer for Fallout 3 is definitely a plus and allows a pretty wide open way of manually installing files into the FO3 Data folder. I also used this method when I installed textures for Oldrim and Skyrim Part Deux using Mod Organizer the same way and it definitely eased both loading times and cut down on overwritten or duplicated texture or mesh files.
I am going to test this out with this mod and see if I can make it so the textures are not used for other Super Mutants.
Interesting mod jjc71 - I look forward to trying it out. Endorsed _ when I'm finished that is
"ProTip: The Grappling Arm on Mr. Handy is useful when you Upgrade him give him an Energy Weapon and ammo to hold and he shoots right alongside you!" I would like to see him Open Up A Can on some poor sap in the wasteland with either a Minigun or a Missile Launcher.
Mr. Handy's hand module does not look right without the _n_dds file and it isn't compatible it seems with what I'm currently using - New Vegas HD Robot Retextures and trying to rename and apply them as a replacement in the Data folder for the RobCo companions robots. Some work and some do not mix but you can simply rename them and mix them with the generic Wasteland textures and it works just fine and is the best retexture I've seen for robots.
2 year old comment I know but hopefully my reply might help someone else in the future installing texture based mods.
I love it.