Dex Luther Posted February 24, 2013 Posted February 24, 2013 I've got a mod that just got fixed thanks to Vioxsis. The mod has a standalone version that comes in 3 different colors. I assumed that I would be able to drop the fixed meshes into the corresponding folders for the standalone version. However, in game all three armors appear exactly the same. I'm guessing there's something in the Nif file that tells it which texture to use and were to get it. I opened the standalone up in Creation kit, but could find nothing that would help fix this. Then I opened the fixed nif files that I dropped in the standalone folders up in Nifscope and tried to see if there was a place which called up a texture in a specific folder. I'm wondering if I'm even looking at the right thing. [spoiler=Here's an image] If I want to change what texture loads with this mesh, do I look for entries like the one in the image to change. Is there an easier way/better program to use? Is there a search function in Nifscope to easily find the what I'm looking for?
Cyndi Posted February 24, 2013 Posted February 24, 2013 There is a way to set up texture groups (I'm not sure what they actually call it) in the ck, I don't recall exactly how to do it though.... Might be worth having a look at the ck wiki. But yeah, other than that the only way I know of, for changing colors is just renaming where you have highlighted at the bottom. If you click the flower icon at the start of the row you can browse through your files, but it will give you an absolute path to the texture. Nothing wrong with that, unless you plan on uploading it. If it's something you are going to share you'll want to type in the textures manually like they have in your picture. The absolute path, will also show you the texture on your mesh in nifskope though, which can be nice for double checking stuff. The absolute path, doesn't work for uploading because, not everyone uses the same path for textures on their computer. For example, some people might have skyrim on drive f: whereas you might on c: or d: if that makes any sense. Each of the TriShapes will have a line like that (bslightshadertextureproperty or whatever), so make sure you are changing the correct ones for your mesh. You could also have a look at Calyp's "Imperial Investigator" set on the nexus though. The "armor" meshes have the textures done via nifskope, and the dust cloaks have been done via the ck iirc.
Dex Luther Posted February 24, 2013 Author Posted February 24, 2013 There is a way to set up texture groups (I'm not sure what they actually call it) in the ck, I don't recall exactly how to do it though.... Might be worth having a look at the ck wiki. But yeah, other than that the only way I know of, for changing colors is just renaming where you have highlighted at the bottom. If you click the flower icon at the start of the row you can browse through your files, but it will give you an absolute path to the texture. Nothing wrong with that, unless you plan on uploading it. If it's something you are going to share you'll want to type in the textures manually like they have in your picture. The absolute path, will also show you the texture on your mesh in nifskope though, which can be nice for double checking stuff. The absolute path, doesn't work for uploading because, not everyone uses the same path for textures on their computer. For example, some people might have skyrim on drive f: whereas you might on c: or d: if that makes any sense. Each of the TriShapes will have a line like that (bslightshadertextureproperty or whatever), so make sure you are changing the correct ones for your mesh. You could also have a look at Calyp's "Imperial Investigator" set on the nexus though. The "armor" meshes have the textures done via nifskope, and the dust cloaks have been done via the ck iirc. Thanks. Basically confirmed what I thought. All three versions share the same mesh and have different textures, so I'm guessing the bslightshadertextureproperty or whatever should be fine the way it is. I'll test it tomorrow morning unless ADHD takes over. EDIT: Awesome! Everything is fixed. Looked more complicated than it actually was.
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