%appdata% Posted December 31, 2015 Posted December 31, 2015 Hey guysJust a quick question to anybody out there who knows.(When referring to "id" i'm talking about what you see when you click on an object in the console)Is it possible possible to find fallout textures through id?Does this id only refer to meshes and not textures despite them being 1 dimensional shapes?What does a [pp] at the end of the string mean?More to the point i'm trying to find textures of the 'S.A.F.E posters' (G.O.A.T posters) in the covenant underground test experiment place; the id's i managed to get are as follows:1.) ooo1c52ee - I believe this to be the id of the wall behind the posters2.) oo1744bd - This was another id found trough clicking around the wall but closer to the posters (all the poster edges shared this id)3.) 001c52fd - I believe this is an id of one of the posters4.) 001b2c36[pp] - id of another poster but has a "[pp]" aswell as the whole poster barring the place i found this id sharing '2's id'5.) 00f2674 - plain and simple same as '3'Any help appreciated, thanks -appdata
Akzyra Posted December 31, 2015 Posted December 31, 2015 These IDs are just the reference what is placed with position information. IDs are what indentifies the data inside a ESP/ESM. Everything has an ID. Put your IDs into Fo4edit and copied the "NAME - Base": 1.) 1c52ee - MistLargeRoundDustyDimmer [MSTT:001C9080]2.) 1744bd - EmergencyLightBeamSetDim [MSTT:00030450]3.) 1c52fd - MistLargeRoundDustyDimmer [MSTT:001C9080]4.) 1b2c36[pp] - MS17CovenantTurret "Heavy Machinegun Turret" [NPC_:000ED4C7]5.) f2674 - JailDoor01 "Door" [DOOR:000E74B8] IDs are only 0-9 and A-F; Leading '0' are not required (the ID 'f' is money, 'a' is lockpicks) It seems that you didn't get the poster, but some dust effects. To get to the textures, you would need to follow the IDs of statics or whatever it is: Lets try the door: E74B8 Now you got the NIF, which links this as Shader: C:\Projects\Fallout4\Build\PC\Data\materials\Interiors\Industrial\metalindbgpipes01.bgsm I open it with the material editor and find this texture: interiors/industrial/metalindbgpipes01_*.dds But you could kinda guess what texture it was just by the filename of the material. Edit: Found this: [REFR:000F2686] (places Goatposter5 [sTAT:0009B1FD] in GRUP Cell Temporary Children of CovenantHQ01 "Sewer" [CELL:000396E6]) I guess if you clicked the poster it would show the first ID. The second is the static itself, textures are in "textures\setdressing\Goatposters\" Edit 2: This is just one of the posters, I counted 11 in the sewers in fo4edit.
%appdata% Posted January 1, 2016 Author Posted January 1, 2016 These IDs are just the reference what is placed with position information. IDs are what indentifies the data inside a ESP/ESM. Everything has an ID. Put your IDs into Fo4edit and copied the "NAME - Base": 1.) 1c52ee - MistLargeRoundDustyDimmer [MSTT:001C9080] 2.) 1744bd - EmergencyLightBeamSetDim [MSTT:00030450] 3.) 1c52fd - MistLargeRoundDustyDimmer [MSTT:001C9080] 4.) 1b2c36[pp] - MS17CovenantTurret "Heavy Machinegun Turret" [NPC_:000ED4C7] 5.) f2674 - JailDoor01 "Door" [DOOR:000E74B8] IDs are only 0-9 and A-F; Leading '0' are not required (the ID 'f' is money, 'a' is lockpicks) image.PNG It seems that you didn't get the poster, but some dust effects. To get to the textures, you would need to follow the IDs of statics or whatever it is: Lets try the door: E74B8 door.PNG Now you got the NIF, which links this as Shader: C:\Projects\Fallout4\Build\PC\Data\materials\Interiors\Industrial\metalindbgpipes01.bgsm I open it with the material editor and find this texture: interiors/industrial/metalindbgpipes01_*.dds But you could kinda guess what texture it was just by the filename of the material. Edit: Found this: [REFR:000F2686] (places Goatposter5 [sTAT:0009B1FD] in GRUP Cell Temporary Children of CovenantHQ01 "Sewer" [CELL:000396E6]) I guess if you clicked the poster it would show the first ID. The second is the static itself, textures are in "textures\setdressing\Goatposters\" Edit 2: This is just one of the posters, I counted 11 in the sewers in fo4edit. Ty very helpful toplad
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