(This is a quick copy of the "Documentation" file found in downloads)
 
ACS Sketchbook and Compatible Textures Modules
–Tutorial –

V 2.01
 
         Introduction 
 
I made this mod and tutorial to give you the ability to add your own choice of
textures in various optional formats and with maximum security and
compatibility regarding the workshop menu.
 
 
This is here more a process than a tutorial, and I was supposing (while writing
this) that you already know a bit of the basics use of the tools I will talk
about. If you need, you will easily find tutorials for basic use of them (search
on Nexus, YT, CK page, etc).
I’m not so good in explanations, especially in a foreign language, so I tried to
make it as simple and methodic as I could.
 
 
There are two parts; the A. section isthe main and basic use of the Sketchbook module for ACS. No special modding skills are required here, just basic images edition. But you
can have only one Sketchbook module active at the same time, it's for personal
use only and can't be shared.
The A+. section is optional andexplains how to use alternate textures for vertical frames, posters or calendar.
Just bit more advanced, nothing really complicated.
 
So,the second part (starting B. section) explainshow to copy and modify it to turn it into a "Compatible Textures Module",
made to work with ACS modules all together.
This kind of module can beeasily released if you want to share your artistic taste... This part may be
touchy sometimes but not so much and required essentially .. time ^^" ;
consisting on copying, renaming, editing few things on a pretty large number of
things.
Besure to at least read all this part and quite a bit understand what it says
before embarking on.
 
 
I well know that the methods I will describe here may not be the quickest but
maybe the easiest and safest way I quite master (at least that can clearly
explain ^^”). If you well know other ways to do the same things, feel free to
do so; but well know what you’re doing.




         Before Starting 
 
If you’re only planning to make a basic Sketchbook module(not a CTM) just install the mod as usual and begin you textures replacement.
 
If you’re only planning to release a Compatible Texture Moduleand don’t need the Sketchbook module for yourself, don’t “install” it. Download
it manually, extract it anywhere outside your game data folder (as said later
section B-1) and replace the textures here, same way as describe from start.
 
While working in your module, save often your work and keeps backups of progress
until you’ve totally and successfully finished…
 
The DDS pictures sizevaluesyou will use must strictly be a"incremental" multiple of 4 pixels (4, 8, 16, 32, …, 512, 1024, 2048,
4096, etc) OR editors, CK and game maysurely crash while displaying the diffuse map.




A.      Sketchbook Textures Replacement 
[table]

Tools


 


Required Asset




Paint.Net or Photoshop (with dds plugin)


 


Art Connoisseur System
(the "master.esm part" is needed to run your module with)




 


 


ACS Sketchbook module


[/table]
 
1.  Find files to replace
 
v                 Locate these folders, inside yourgame folder :
                        Data\Textures\ACS_SB\20- Paintings\2090 - Sketchbook\
Ø       Once your textures will be ready replace alltexture files in there with the exact same names as they have.
 
 
2.  Paintings textures
 
v                 The.dds files must have all an horizontal 2/1 size ratio (standard : 1024/512,2048/1024, etc) and must be saved both under DXT1 or DXT5. Theframe meshes manage transparency.
 
ü       Keep in mind that the texture willbe slightly compressed horizontally (~20%) and often cropped on sides once
framed in game.
Have a look at the “ACS Framings” template extraasset.
 
ü       Keep in mind too that DXT5 textureshave a greater size and impact ingame, nothing harmful but if you don’t really need
transparency, save them under DXT1.
 
 
 
 
         Ready to Use… or to continue 
 
v                 Fromnow, the basic “ACS Sketchbook” is ready to use.
 
ü       If you’ve already fully installedand activated this mod, it should work immediately with the Art Connoisseur
System.
 
ü       You will be able to change thetextures as you want, anytime as long as you respect this.
 
v                 DON'T RENAME ANYTHING IF YOU ARE NOT PLANNING TO GO FURTHER !
 
 
 
 
 
A+.   Sketchbook Textures Enhancement 
 
Whateveryou want a different framing, adding specific transparent border or just use different
pictures with the vertical frames, posters and calendars, this section explains
how to redirect to alternate textures.
 
Youdon’t need to replace all the textures, only the ones you want… the others will
use the painting textures (as set for allframes by default)
 
 
[table]

Tools


 


Required Asset




Paint.Net or Photoshop (with dds plugin)


 


Art Connoisseur System
(the "master.esm part" is needed to run your module with)




Material editor


 


ACS Sketchbook module


[/table]
 
 
1.  Find folder(s) to fill
 
v                 Locate these folders, inside yourgame folder :
                        Data\Textures\ACS_SB\20- Paintings\6090 - Sketchbook\
                        Data\Textures\ACS_SB\60- Calendars\6090 - Sketchbook\
                        Data\Textures\ACS_SB\70- Posters\7090 - Sketchbook\
Ø       Once your new textures will be ready,place them there.
 
 
2.  Vertical paintings textures
 
v                 The.dds files must have all an horizontal 2/1 size ratio (standard : 1024/512,2048/1024, etc) and must be saved both under DXT1 or DXT5. Theframe meshes manage transparency.
 
Ø       Namesthem well :
                        “ACS_SB_PaintingV_Sketchxx.dds”
 
ü       Have a look on and use the templatesas you need.
 
ü       Keep in mind that the texture willbe slightly compressed horizontally (~20%) and often cropped on sides once
framed in game.
Have a look at the “ACS Framings” template extraasset.
 
ü       Keep in mind too that DXT5 textureshave a greater size and impact ingame, nothing harmful but if you don’t really need
transparency, save them under DXT1.
 
 
3.  Posters (H & V) textures
 
v                 The.dds files must have all an horizontal 2/1 size ratio (1024/512,2048/1024, etc) and may be saved both under DXT1 or DXT5. ThePosters meshes manage transparency.
 
ü       There are two different poster textures,one for each orientation of a “numbered textures” (numerical reference with paintings textures). You can use them asyou want for the same or a total different framing / picture.
Ø       Namesthem well :
                        “ACS_SB_PosterH_Sketchxx.dds”
                        “ACS_SB_PosterV_Sketchxx.dds”
 
ü       Have a look on and use the templatesas you need.
 
ü       Keep in mind that the texture willbe in game, slightly compressed horizontally (~20%) and cropped on sides (the “paper
part”).
Have a look at the “ACS Framings” template extraasset.
 
ü       Think of exploiting the transparencyof the texture (as the template does) for a used poster aspect, if you need.
 
ü       Keep in mind too that DXT5 textureshave a greater size and impact ingame, nothing harmful but if you don’t really need
transparency, save them under DXT1.
 
 
 
 
4.  Calendars textures
           
v                 The.dds files must have an horizontal 2/1 size ratio (1024/512,2048/1024, etc) and may be saved under DXT1. The Calendar mesh manages transparency, but the result may be awkward withholes on a calendar “paper frame” ^^’.
 
ü       The textures use the numericalreference with paintings textures. You can use them as you want for the same or
a total different framing / picture.
Ø       Namesthem well :
                        “ACS_SB_Calendar_Sketchxx.dds”
 
ü       Have a look on and use the templateas you need.
 
ü       Keep in mind that the texture willbe slightly compressed horizontally (~20%) and cropped on sides (the “paper
part”).
Have a look at the “ACS Framings” template extraasset.
 
 
5. Material files
           
 
v                 Locate these folders, inside yourgame folder :
                        Data\ Materials\ACS_SB\20- Paintings\6090 - Sketchbook\
                        Data\ Materials\ACS_SB\60- Calendars\6090 - Sketchbook\
                        Data\ Materials\ACS_SB\70- Posters\7090 - Sketchbook\
Ø       Search for and select all files with same nameof the new textures you create previously.
 
v                 Open each files with MaterialEditor.
Ø       In the second tab"Material", change the first line "Diffuse texture" path, where
and what your texture are :
                        ACS_SB\20 - Paintings\ACS_SB_PaintingV_Sketchxx.dds
                        ACS_SB\70 - Posters\ACS_SB_PosterH_Sketchxx.dds
                        ACS_SB\70 - Posters\ACS_SB_PosterV_Sketchxx.dds
                        ACS_SB\60 - Calendars\ACS_SB_Calendar_Sketchxx.dds
 
ü       Don't forget to save eachbgsm files (Ctrl+S).
 
 
 
 
         Ready to Use… or continue further 
 
v                 Fromnow, the advanced “ACS Sketchbook” is ready to use.
 
ü       If you’ve already fully installedand activated this mod, it should work immediately with the Art Connoisseur
System.
 
ü       You will be able to change thetextures as you want, anytime as long as you respect this.
 
v                 DON'T RENAME ANYTHING MORE IF YOU ARE NOT PLANNING TO MAKE A COMPATIBLETEXTURE MODULE !
 
 
 
 
 
 
 
 
 
 
<<Next is for building “Compatible Texture Modules” only >>
 
 
< Line of No return>
 
 
B.      Copying and Renaming Asset 
[table]

Tools


 


Required Asset




 


 


ACS Sketchbook module


[/table]
 
 
1.  Folders
 
v                 Have a copy of the whole"ACS Sketchbook" mod with your new textures replacement (section A. and eventually A+.), anywhereoutside your game data folder and rename these folders :
                        Data\Materials\ACS_SB\xx- xxxxxxxxx\xxxx - Sketchbook\
                        Data\Textures\ACS_SB\xx- xxxxxxxxx\xxxx - Sketchbook\
Ø       Change them for something like thisoranything you prefer :
                  Data\Materials\ACS_YCTM\xx- xxxxxxxxx\YourCompatibleTexturesModule\
                  Data\Textures\ACS_YCTM\xx - xxxxxxxxx\YourCompatibleTexturesModule\
ü       It will be better to keep types("ACS", "Painting", "Poster", “Calendar”, etc)
unchanged for clarity.
 
ü       Keep note of these paths.
 
 
2.  Files
 
     2.1.  Materials
 
v                 Rename all files in these folderslooking like :
                                   ACS_SB_xxxxxxxx.BGSM
Ø       Change them for something like "ACS_YCTM_xxxxxxxx.BGSM" oranything you prefer.
ü       It will be better to keep tags ("ACS_","Painting_", "Poster_", “Calendar_”, numbers, etc)
unchanged for clarity.
 
ü       Keep note of these names.
 
 
 
     2.2.  Textures
           
v                 Rename all your new textures files,looking like :
                        ACS_SB_xxxxxxxx.dds
Ø       Change them for something like "ACS_YCTM_xxxxxxxx.dds" oranything you prefer.
ü       It will be better to keep tags ("ACS_","Painting_", "Poster_", “Calendar_”, numbers, etc)
unchanged for clarity.
 
ü       Keep note of these names.
 
 
 
C.      Editing Materials 
[table]

Tools


 


Required Asset




Material editor


 


ACS Sketchbook module


[/table]
 
v                 Open each file you previouslyrenamed "ACS_YCTM_xxxxxxxx.BGSM"with Material Editor.
In the second tab "Material", change thefirst line "Diffuse texture" :
                        ACS_SB\xx- xxxxxxxxx\xxxx - Sketchbook\ACS_SB_xxxxxxxx.dds
Ø       Change them for the path and name you choose previously(B-1 and B-2.2 sections), where and what your texture are :
                  ACS_YCTM\xx -xxxxxxxxx\YourCompatibleTexturesModule\ACS_YCTM_xxxxxxxx.dds
 
ü       Don't forget to save eachbgsm files (Ctrl+S).
 
ü       If you chose to use alternate textures (A+. section), check well you’re linkingto these ones (now renamed).
 
 
 
 
D.      Renaming Plugin 
[table]

Tools


 


Required Asset




 


 


ACS Sketchbook module


[/table]
 
v                 Rename :
                        ACSSketchbook.esp
Ø       Change it for something like "ACS YourCompatibleTexturesModule.esp"or anything you prefer.
 
v                 You can now copy your custom pluginand asset folders into the "Data" folder.
It's NOT SUPPOSED TO OVERWRITE ANYTHING if everything wasdone correctly.
E.      Editing Plugin 
[table]

Tools


 


Required Asset




Creation Kit


 


Art Connoisseur System
(the " master.esm part" is needed to run your module with)




FO4Edit


 


ACS Sketchbook module transformed now in
"ACS YourCompatibleTexturesModule" (the name you gave)


[/table]
 
v                 Open now the Creation Kit and load :
                        ACS Yourcompatiblemodule.esp
 
ü       You can change information of yourplugin here.
 
ü       Be careful to NEVER EDIT MASTER FORMS, only yourplugin asset
 
1.  Miscellaneous > Material Swap :
           
v                 Rename each form named like :
                        AAZo_ACS_SB_xxxxxSwapToxxx
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_xxxxxSwapToxxx"or anything you prefer.
ü       It will be better to keep tags("ACS_", "Painting_", "Poster_", “Calendar_”,
numbers, etc) unchanged for clarity.
ü       "Me_” tag is your “nickname-tag”personal part use to have unique IDs. Use what you want.
 
Ø       Open each one, click on the Material Substitution line andedit "Replacement" below. Find now your folder and the materials your
rename before (B-2.1 section)

ü       “_FrameGSwapTo_xx" are for horizontalpainting frames
ü       “_FrameVSwapTo_xx" are for verticalpainting frames
ü       "_PosterHSwapTo_xx" are forhorizontal posters
ü       "_PosterVSwapTo_xx" are forvertical posters 
ü       "_PosterCSwapTo_xx " are forcalendars
ü       "_PosterCSwapTo_xxc” are forclean calendars
 
ü       Do not touch at the clean calendars border second swaps (“ACS\60 - Calendars\ACS_Calendar_bord.bgsm”) unless you really know why.
 
 
2.  WorldObjects > Static :
 
v                 Rename each form named like :
                        AAZo_ACS_SB_xxxxxxxxxxx
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_xxxxxxxxxxxxx"or anything you prefer.
ü       It will be better to keep the tags("ACS_", "F", "P", types, numbers, etc) unchanged
for clarity.
 
Ø       Open each one and change "Displayname" as you want. It will be better to keep the types andnumbers for clarity.
 
3.  Items > Constructible object :
 
v                 Rename each form named like :
                        AAZo_ACS_SB_co_xxxxxxxx
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_co_xxxxxxxx"or anything you prefer.
ü       It will be better to keep the tags("ACS_", "_co", "F", "P", types,
numbers, etc) unchanged for clarity.
                       
ü       Nothing more to edit here, all neededinformation was updated from your previous changes or will be next.
4.  Miscellaneous > keyword :
 
v                 Open :
                        AAZo_ACS_SB_MasterKW
Ø       Change the "Display name" for the "title name" youwant for your own menu main category.
 
v                 Rename each form named like :
                        AAZo_ACS_SB_xxxxxxxKW
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_xxxxxxxxxKW"or anything you prefer.
ü       It will be better to keep the tags("ACS_", "KW", "F", "P", types,
numbers, etc) unchanged for clarity.
                       
 
5.  Miscellaneous > Art Object
 
v                 Rename each form named like :
                        AAZo_ACS_SB_xxxxxxxxxxxIcon
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_xxxxxxxxxxxIcon"or anything you prefer.
ü       It will be better to keep the tags("ACS_", "Icon", "Master", "F",
"P", types, numbers, etc) unchanged for clarity.
                       
v                 Here are the icons for yourcategories. They're set to the first texture by default (the "_01"
ones you replaced), you can change them here for another if you need or want to
:
Ø       Open them, click "Edit" on"Model" and change the "Material swap" you wantto use on the next window.
 
 
6.  FormID List
 
     6.1.  MasterFormID List
 
v                 Now, we have to switch tool tochange the FormID used jointly with the master.
 
Ø       Save your plugin and load it inFO4Edit (the ACS Master.esm will automatically load with it)
 
ü       This is the touchypart. To have your own categories in game you have to put them in ACS Master category.
Several solutions for you, choose one :

 
Ø       YOU'REPLANNING TO RELEASE your "Compatible Texture Module"
You may use one of the 5first (/10) free form provided by the ACS Master... but it will bebetter to use it temporarily and finally have your own one.
Tellme you want a personal category to be "written" in the master and
will make it as soon as
possible (mp me on Nexus).
 
Ø       YOU'RENOT PLANNING TO RELEASE your module
Use one of the 5 last (/10) free form provided by theACS Master. Safe and easy... grandly recommended.
Not so badcompatibility, but be sure to not use the same FormID List than others custom modules
you're using aside.
 
v                 Locate in "FormID List" ofthe ACS MASTER.ESM, the one you choose to use :
                        01xxxxxx          AAZo_ACS_CTM_FL_0xx
Ø       Click on it, press F2, copy the FormID(01xxxxxx) and cancel
 
v                 Locate in "FormID List" ofYOUR PLUGIN :
                        01007A67         AAZo_ACS_SB_FL
Ø       Click on it, press F2, paste the FormID(01xxxxxx) and confirm
 
v                 DON'T UPDATE THE RECORD when asked !Well un-check all before you confirm the pop-up.
 
v                 Close and open the forms tree ofyour plugin to refresh and reach the FormID List again
Ø       Change "EDID - Editor ID" for the"AAZo_ACS_CTM_FL_0xx" you choose.
Ø       Change "FULL - Name" for the name yougame to your collection (E-4 section)
 
v                 Save and quit.
 
v                 Reload your plugin now in the CK.
 
ü       You can check (Miscellaneous >FormList) that "your FormList" is now inside the master's ones (the 01xxxxxx IDs) marked with a "*"as part of your plugin.
 
     6.2.  Sub-menusFormID List
 
 
v                 Rename each OTHER forms named like :
                        AAZo_ACS_SB_xxxxxxxxCOFL
Ø       Change "Editor ID" forsomething like "Me_ACS_YCTM_xxxxxxxxCOFL" or anything you prefer.
ü       It will be better to keep the tags("ACS_", "COFL", types, numbers, etc) unchanged for
clarity.
                       
ü       Nothing more to edit here, allneeded information was updated from your previous changes.
 
F.      Final Touch 
[table]

Tools


 


Required Asset




 


 


Art Connoisseur System
(the " master.esm part" is needed to run your module with)




 


 


ACS Sketchbook module transformed now in
"ACS YourCompatibleTexturesModule" (the name you gave)




 


 


 


[/table]
                       
v                 Save you work….Technically your modis ready now.
 
v                 Grab your entire asset you added andmodified in the game Data folder and copy it somewhere else and make an archive
with it. Don't forget anything (compare asset with the ACS Sketchbook archive).
 
v                 TEST YOUR MOD !
Ø       Be sure to have in game : all categoryadded, all textures, all format frames and posters you wanted tohave.
 
ü       If there is some issue,check all points here from the start and correct that need to.
 
v                 It'snow ready to release it if you want (don't forget to ask me for a personal
entry in the master in this case) or just keep it as a backup copy.

 
         Modding Far Away 
      Lesstextures, less formats
 
            Maybeyou won't need or want all the paintings available in this module and you could
remove some content.
 
v                 For each object you don't want, findits Static form, and check “use info” (by right-click on items) :
Ø       Locate the related FormID Listthat using it, openit and remove the Static form from the list.
ü       (Itcan be enough for a “quick hide” from menus, but the rest of the asset will
still there…)

 
Ø       Delete unused Static form.
 
v                 If theFormIDList (editedjust before) becomes empty, locate the related Keyword form (with same names but suffixes“-KW” insteadof “-FL”) :
 
Ø       Locate and delete the Constructible Object form that isusing the Keyword
 
Ø       Delete now the emptied FormID List form
 
Ø       Locate and delete the related Art Object formthat is using the Keyword
 
Ø       Locate the master FormID List,open it and removethe Keyword formfrom it.
 
Ø       Delete now unused Keyword form
 
v                 Locate the related Material Swap usedby your removed Statics/Art Object :
Ø       Delete them, but ONLY IF itbecomes UNUSED by any others form (similar types of framing and artobjects are sharing textures swaps).
 
v                 Now you can delete the related BGSMand textures files you don't use anymore.
 
ü       You could find more informationand/or explanations https://www.youtube.com/watch?v=HcOc-_CwtNIhere, in the first part (thanks toElianora).
 
 
       More textures, more collections
 
            Ifunlikely you want more textures, I recommend you to make another collection and
merge the modules, unless you want and know how to extend the collection
available here, by adding more forms.
You can use as base as many Sketchbook modules youneed (20set or 50) as
 
 
v                 To have another texture set, anothercollection in your mod, you just have to repeat exactly the same process from
start, using different names, FormID, etc.
 
v                 You can use as many Sketchbookmodules you need (20 set or 50) as base asset as you rename them and their
content differently
 
Ø       Build yours folders for eachcollection (B-1.section) asides like something like this :
                  Data\xxxxxx\ACS_YCTM\xx- xxxxxxxxx\YCTM_01\
                  Data\xxxxxx\ACS_YCTM\xx- xxxxxxxxx\YCTM_02\
 
Ø       Use separated plugins for each (E. section)asides like something like this or anything you prefer :
                  "ACS YourCompatibleTexturesModule_01.esp"and
                  "ACS YourCompatibleTexturesModule_02.esp"
 
Ø       With FO4Edit, select and “Copy as newrecord”, all the asset of each one into a new one finally named
                  "ACS YourCompatibleTexturesModule.esp"
 
ü       If you've well chosen differentLormIDList for each collection, and have each module tested separately AND
together without issue, everything should be ok.
 
 
 
 

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