Jetsky Posted January 29, 2019 Posted January 29, 2019 Hi guys, the thing with this post is that I want to edit an object using nifskope, the problem is that there is no folder with the meshes of the mod, there's only the .esp, .esm and .bsa I ask if anyone knows some way to see the meshes inside those files and edit them with nifskope
Guest Posted January 29, 2019 Posted January 29, 2019 Unpack the bsa (there is a tool for that on Nexus) as it contains the resources likemeshes/textures.
Jetsky Posted January 29, 2019 Author Posted January 29, 2019 ok, after unpacking it and editting what I want, do I need to do something else for the mod to work ingame?
RW311 Posted January 29, 2019 Posted January 29, 2019 I'm using version 0.10 but the latest should be fine as well and this works fine for skyrim the older bsa extractor would crash on some texture formats but this tool I've never had any problem. https://www.nexusmods.com/fallout4/mods/78
RW311 Posted January 29, 2019 Posted January 29, 2019 1 minute ago, Jetsky said: ok, after unpacking it and editting what I want, do I need to do something else for the mod to work ingame? You can repack the bsa if you want but leaving the file you edited loose also works fine, you only need leave the file you edited and it will overwrite anything in the bsa.
Jetsky Posted January 29, 2019 Author Posted January 29, 2019 ok, already extracted and edited, haven't seen in gmae if it works, do I need to leave the folder with the meshes in the same mod folder? (I use mod organizer)
Guest Posted January 29, 2019 Posted January 29, 2019 2 minutes ago, Jetsky said: ok, already extracted and edited, haven't seen in gmae if it works, do I need to leave the folder with the meshes in the same mod folder? (I use mod organizer) Yep, keep the folder in the same structure as any other mod (in this case the meshes folder in the same folder where the mod esp is). Loose files will always have priority over bsa files, so you can leave the bsa file there or you can remove it as you should have everything from the bsa unpacked already (so in loose files).
Jetsky Posted January 29, 2019 Author Posted January 29, 2019 it worked haha thanks a lot, btw do you guys know hoy to change the color of an object?
MadMansGun Posted January 29, 2019 Posted January 29, 2019 29 minutes ago, Jetsky said: it worked haha thanks a lot, btw do you guys know hoy to change the color of an object? you could try adding/editing the vertex colors, but they can be a bitch to deal with. the other option is to edit the textures.
Jetsky Posted January 30, 2019 Author Posted January 30, 2019 ok, i'll see what I can do, thanks a lot again for your help guys
Jetsky Posted January 30, 2019 Author Posted January 30, 2019 Hi, it's me again, I want to do a different thing now, I want to extract an armor from another mod, change the colors of it and pack it back in a different mod, my intention is to have the armor edited and that it appears in game in different colors being part of a same .esp, like creating a different mod with armors from other mods, how can I do that?
Psalam Posted January 30, 2019 Posted January 30, 2019 Spoiler 4 hours ago, Jetsky said: Hi, it's me again, I want to do a different thing now, I want to extract an armor from another mod, change the colors of it and pack it back in a different mod, my intention is to have the armor edited and that it appears in game in different colors being part of a same .esp, like creating a different mod with armors from other mods, how can I do that? Not sure if this is what you're looking for or not: Do remember that if you modify someone else's work without their permission and upload it anywhere that is piracy. You can, of course, do whatever you like with it in your own game.
RW311 Posted January 30, 2019 Posted January 30, 2019 Look at how texture sets work, using this you can add multiple texture options to a mesh without ever messing with the original mod or editing any mesh or someone else's esp file.
Jetsky Posted January 31, 2019 Author Posted January 31, 2019 7 hours ago, RW311 said: Look at how texture sets work, using this you can add multiple texture options to a mesh without ever messing with the original mod or editing any mesh or someone else's esp file. ok, that solves a problem, but I just want a couple of armors of a mod, I think it's not worth having a very big mod with a lot of armors that I will not use because of a couple of them that I will actually use. That's why I was asking how to modify the .esp or extract some objects in it and making a different .esp only with the armors I want
RW311 Posted January 31, 2019 Posted January 31, 2019 Make new esp with ck, then restart ck with new esp active and also select that mods esp. Duplicate the armor/armor addon, and if there is any other data linked to those armors so you don't have invalid references, to the ones you extracted. Rename the duplicates or just leave it named duplcate then save. As long as you make duplicates and don't edit existing data from the original mods esp your mod will be not add it as a master. You will probably have to open your new esp with tes5edit after ck and make sure weight slider is still enabled in armor addon that is if the armor had the 0 and 1 wieghts of course, but ck will often disable this when making duplicate of armor addon.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.