So with this method, i can for instance take a 10mm pistol make a clone. then alter it with a new texture and it will apply to just that one? the issue im having right now is ive created a stand alone gun thats craftable, but uses the same texture maps as the 10mm.
Hello! To make item craftable is easier than you think. You have to add "constructible object" thing (dunno how to say it correct) to your esp file. Here is screenshot, I think there's no need to explain what is what: http://i73.fastpic.ru/big/2016/0329/4c/6399fcebb3bc72f6cea068e8b954174c.png
One Thing is absolute unclear? You said Nothing about ,when i choose a Model ,like a Clothes Model ,do we need to Rename it on the right Side of the FO 4 Edit or not ,as Example ,do i need to change PreWar Dress into something new like BabeDress? OWN NAME? Cause i think ,if i dont change the Name of the Model ,FO 4 will use again the Standard Model?
Thanks for this guide, there are a couple texture remodels and such I'd like to turn into standalones so this is just what I needed.
For those that like to download resources instead of having to constantly refer to the internet copy, here's a better link for the Item IDs (same file, just the GoogleDocs root so you can take advantage of the download feature etc) -
Works and item is in-game with texture, but the texture does not fit the body as it should, with some of the torso textures on the legs and back, which dont make sense, Please help.
Quick pointer for those who might be having problems with Nifskope repeatedly crashing when you open nif's. If the material file referenced is found, and in json text format and not the bgsm binary. Then Nifskope freaks out and crashes. If you open it without a nif, go into the preferences and remove the texture search path for the game, then load your nif it will load. Albeit without textures. You can then put the path back in but the next time you load a nif with a reference to a json text bgsm it will crash again.
I followed this guide down to a T, did everything you said. But when I equip my item in the game, it becomes a giant purple block about the size of a town.
No idea why it's doing this, in the nif I made sure it was linked to the correct bgsm, and in the bgsm I made sure it's linked to the correct dds files. Am I missing something else? My nifskope crashed a few times when I tried to change the bgsm string but it never saved until I did it all in one go
Darken the specular map. Diffuse map is the main texture, normal map is the 3d bump map effect (how I got the carbon fiber in my armor to look recessed), specular map is the reflectiveness. The darker the specular is, the more flat finish the texture will have.
I extracted all of the weapon meshes with BAE and I notice I have doubles of everything (like 10mmPistol.nif and 10mmPistol_01.nif). In NifSkope the ones with _01 appear to be the same model but much smaller.
Basically Im curious if I need to edit the texture paths in those files as well. I can't seem to find where they are referenced in FO4edit.
You have to figure out which models are referenced in FO4Edit. I think there was a purpose to make _01 models for something, so you can't just ignore them .
Well FO4edit only lists the ones without the _01 everywhere I can find, but from experimenting it looks like the _01 meshes on weapons are the ones used when the gun is in a followers hands.
From what my buddie told me.. On armors there is one for the very largest body size and one for the very smallest body size, then the game calculates the difference. So I guess its probably always best to always change both to be safe.
I can manage to rename the item and add it into the game as a stand alone but it won't use the textures I specified in the nif, it decides to use the original textures instead.
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You have to add "constructible object" thing (dunno how to say it correct) to your esp file.
Here is screenshot, I think there's no need to explain what is what:
http://i73.fastpic.ru/big/2016/0329/4c/6399fcebb3bc72f6cea068e8b954174c.png
You said Nothing about ,when i choose a Model ,like a Clothes Model ,do we need to Rename it on the right Side of the FO 4 Edit or not ,as Example ,do i need to change PreWar Dress into something new like BabeDress? OWN NAME?
Cause i think ,if i dont change the Name of the Model ,FO 4 will use again the Standard Model?
For those that like to download resources instead of having to constantly refer to the internet copy, here's a better link for the Item IDs (same file, just the GoogleDocs root so you can take advantage of the download feature etc) -
https://docs.google.com/spreadsheets/d/1J9quAMtGK70aptz0t5teqWHGZJ9T9uvJmzNEBJEB36Q/edit#gid=274358102
Quick pointer for those who might be having problems with Nifskope repeatedly crashing when you open nif's. If the material file referenced is found, and in json text format and not the bgsm binary. Then Nifskope freaks out and crashes. If you open it without a nif, go into the preferences and remove the texture search path for the game, then load your nif it will load. Albeit without textures. You can then put the path back in but the next time you load a nif with a reference to a json text bgsm it will crash again.
personally i have never come across this issue editing a ton of nifs
No idea why it's doing this, in the nif I made sure it was linked to the correct bgsm, and in the bgsm I made sure it's linked to the correct dds files. Am I missing something else? My nifskope crashed a few times when I tried to change the bgsm string but it never saved until I did it all in one go
As for nifskope crashing, if you give it a path to a json bgsm it will crash. Nifskope expects the binary bgsm's.
Basically Im curious if I need to edit the texture paths in those files as well. I can't seem to find where they are referenced in FO4edit.
From what my buddie told me.. On armors there is one for the very largest body size and one for the very smallest body size, then the game calculates the difference. So I guess its probably always best to always change both to be safe.