By
EngineGaming
QUICK NOTES
> THIS IS A WORK IN PROGRESS, for each description need to be more explicit !
It takes long time to edit and update everytime, with LL open, since it has no Save for later button.
> I call it ECF (Environment Cubemapping Framework), cause it contains cubemaps, and for each materials have to be setup with environmental mapping scale values...
But now that was included, i also added something else, find out more below what's included...
> Would be cool if you don't redistribute to somewhere else without my approval! The only place you can find me or where i host, is my discord server.
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STORY ACTION COMPENDIUM [ DISCORD ]
*I host my mods in my server and LL for now on. I terminated NexusMods for Fallout 4 !
*Keep in track with my stories / mod status news, in my server, or nothing but chill like home.
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[ INTRO ]
> This is a mod, and a framework for Users and Modders.
> ECF is a repository. The links are not hosted here.
> Cubemaps, material files, ... are added into one place, so i don't have to duplicate all of them for all my mods (100 times...), while i could simply use FROM it, for all, without adding anything. [ Find out about How to patch a mod with ECF, ONLY if you are a modder ! ]
*Permission granted by Ajhakra for custom cubemaps.
> Follow my topic, in case any updates arrive sometimes...
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[ INSTALL ]
ECF_ENGINE Placeholder (2.0)
ECF_AJ_Cubemaps (2.0)
*I recommend you installing both, then merge into one mod using MO2.
I don't know about Vortex how you guys handle it.
[ MODS - PATCHED UP with ECF ]
== LOGS ==
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[ USER MODE ]
> ECF is a 'install and play', mod index-free. It's required only for patched mods.
*Self-troubleshooting
> If you see anything black/purple meshes missing textures in game, that's cause cubermaps are NOT included in a mod you installed.
*Solution: It's patched up by ECF. Re-read, and install ECF
> If there's anything missing (wrong location) or something else, i figure out where and update it. In rare cases, broken textures that makes your game crash...
*DM me on Discord >.<
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[ MODDER MODE - INTRO - What contains ECF ? ]
> CORE PLUGIN: ECF.esl
Material Swaps: BGSM + BGEM - Emissive colors (Glowing in the dark), Cubemaps
Keywords: Attach points and Mod associations - DEFAULT Swaps; for Emissive Colors, cubemaps, flat colors, etc...
OMODs: Default setup along with material swaps, in a mod slot
> LOOSE TEXTURES
The main things to know, before patching a mod - What's the use for certain cases?
Case 1: BlackDiffuse_d.dds
[ Used for covering meshes / Cubemaps passing over your meshes ]
*Sometimes, it's used along with Emissive Per Colors ... when getting your meshes brighter and glowy.
*Mostly, for diffuse, it's used as a protection, without having to paint the vertex color of your mesh: Black.
Case 2: Disabled_d.dds
[ Used to hide one of your mesh parts, invisible. / Default Stickers OFF ]
*It's a temporary way of hiding your parts, using BGSM material. Otherwise, it can be done by just flagging the '(1) Hidden' enabled, with Nifskope...
Case 3: GlassOverlay_d.dds (dds integrated with nifskope, only)
[ Used for Glass overlays ]
*Don't confuse one with gray one from Flat Colors! This has 50% alpha map, exported. BGEM only, because of better alpha blending for glass!
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[ MODDER MODE - CONTENT / MATERIAL LOCATIONS (BGSM / BGEM) ]
I suggest you, not to put anything from Textures folder in your mod folder!
---
> Black Diffuse (.bgsm + .bgem) [ WIP ]
Location: ( ./ECF )
> Disabled (.bgsm)
Location: ( ./ECF )
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CUBERMAPS (Ajhakra) (source) [ colors and rainbow ]
Location: ( ./ECF/Cubemaps )
CUBERMAPS (ENGINE) [ More colors, gradients, unused vanilla cubemaps + DefaultOutside1 ] [ WIP ]
Location: ( ./ECF/Cubemaps )
Location: ( ./ECF/Cubemaps_Gradient )
Location: ( ./ECF/Cubemaps_Vanilla )
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Flat Colors [ WIP ]
Location: ( ./ECF/FlatColors )
> No details, unless you want your meshes perfectly realistic...
Flat Colors_Reflections
Location: ( ./ECF/FlatColors_Reflection )
> Pale, Unsaturated colors, with specular, that doesn't look bright
(Ref: vanilla coffee cup that can be replaced for a good looking ceramic cup)
---
Alpha, Transparent, Translucent, Opague Overlays [ WIP ]
Location: ( ./ECF/Alpha_Maps )
> Differences are by how alpha blending behaves. These overlays work for any types of glass: Windows, lenses, screens, etc.
> Only works for BGEM-integrated meshes
---
Stickers / Patches [ WIP ]
Location: ( ./ECF/STICKERS )
> Logo and text stickers for fun, memes.
> This can only be done on a plane mesh, either by square shaped for patches or by ratio sized for text.
EMISSIVE / GLOWING [ BGSM + BGEM ]
Emissive
Location: ( ./ECF/Emissive )
> This protects your meshes with BlackDiffuse_d.dds which securely covers everything. (+ You skip painting them to black)
Emissive (Protected) [ WIP ]
Location: ( ./ECF/Emissive (Protected) )
> This is alternative protection, using Flat Colors instead of vertex colors, to cover your meshes completely.
> Without that, it would cause your mesh to behave like the emissive color uses 50% opacity, 50% empty textures with vertex colors off.
> NOTE: if vertex color is off OR it's painted white, the emissive colors MIGHT glow up brighter than ever in game. If so, enable vertex and paint them black.
Emissive (Vertex)
Location: ( ./ECF/EmissivePerColors )
> This doesn't provide any protections. You MUST have your meshes' vertex color 100% black OR any colors, in order to integrate this!
> To paint your mesh pieces, refer to ([ MODDER MODE - Common problems ]) section.
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[ MODDER MODE - HOW TO PATCH A MOD - with ECF ? ]
===[ NIFSKOPE ]====[ OUTFIT STUDIO ]===
Manual Injection ( ECF integrations with(-out) ECF.esl master dependencies )
*Note that if you going to inject a material with different colors and not default-ready one, it MIGHT NOT work with material swaps done by ECF.esl in game!
*Default-ready materials are necessary for ECF.esl integrations. Even if you don't wanna use ECF.esl, you can still inject it.
*Default-ready materials integrated = Material swaps with ECF.esl + swap ANY colors you want in game!
*Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)!
> Default-ready Cubemaps: Inject a BGSM for any matal pieces you have
( ./ECF/Cubemaps_Vanilla/DefaultOutside1.bgsm )
> Default-ready Emissive: Inject a BGSM or BGEM for any pieces with vertex color painted black
( ./ECF/Emissive/EmissiveOFF.bgsm )
( ./ECF/Emissive/EmissiveOFF.bgem )
> Default-ready Emissive (Vertex)
( ./ECF/Emissive (Vertex)/EmissiveOFF.bgsm )
( ./ECF/Emissive (Vertex)/EmissiveOFF.bgem )
> Default-ready Emissive (Protected)
( ./ECF/Emissive (Protected)/EmissiveOFF.bgsm )
( ./ECF/Emissive (Protected)/EmissiveOFF.bgem )
> Default-ready Flat Colors (+Reflection) [WIP]
( ./ECF/FlatColors/DefaultSetup.bgsm )
> Default-ready Stickers: Inject a BGSM on a plane you created from blender or 3ds max (You can check Braindance model as example) [WIP]
( ./ECF/STICKERES/StickerPatch_1.bgsm )
( ./ECF/STICKERES/StickerPatch_2.bgsm )
( ./ECF/STICKERES/StickerPatch_3.bgsm )
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===[ NIFSKOPE ]====[ OUTFIT STUDIO ]===
Manual Injection ( Simple integrations for no-plugin mods )
> If you don't plan to use ECF.esl, it's still required because of the textures!
> Tools for MATERIAL INJECTION: Nifskope or Outfit Studio (Object Properties)!
> Inject any BGSM / BGEM material from ECF for your meshes!
(e.g. Emissive RED that will be red only.... or Cubemap Gold that will never change)
> If you have your diffuse/normal/specular textures you wanna use, with cubemaps, you can have/create your BGSM material, BUT with path folder locations from ECF for cubemaps!
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===[ FO4EDIT ]=======
ECF.esl ( DEPENDENCY ) - [ *Used for attaching material swaps for your ARMO meshes ]
1. LINK YOUR MOD - SETUP
2.1. INTEGRATE [ AP + MA ] IN YOUR ARMOR ENTRY
2.2. INTEGRATE [ MATERIAL SWAP ] IN YOUR ARMOR / STATIC / FURN / PROPS ENTRIES
*The rest, ECF.esl will do the job for your mods, as it gives you all the options you can swap, using SAM or armor bench.
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[ MODDER MODE - Common problems ]
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