Skyrim New Mesh Won't Read Textures Anymore

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Retexturing with Texture Sets

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This tutorial will explain how to retexture anything in Skyrim without touching the bodily .nif models themselves to modify texture paths.

What is a Texture Set up?
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A Texture Prepare is a tape of a defined gear up of textures using the Creation Kit. It is then linked to a model in the model's edit window.

Why use a Texture Set up?
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Bethesda uses texture sets to alter colours of various things (clothing is a expert example) so that there is variation. It is a quick uncomplicated way to do this without touching the nif files themselves. In cases of wanting unique retextures, it also mitigates the need for duplicate nif files, reducing the majority of extra files in your mod.

Step i: Create the Texture Set
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i-1: Create new texture files. For this example I'll be using my Apprentice Mage Outfit texture set released in the TESA Skyrim Resource Kit. The file can exist downloaded here - Hana's Apprentice Mage Texture Gear up.

Place the new texture files somewhere in your Data\Textures directory.

TIP : It's always all-time to create an organized directory structure for all your projects so they are in one place. For all my projects I have a unique directory called Hana, with subdirectories for each projection. This is an easy visual way to keep track of your files and pack them up.

Make sure you have a texture file for each piece of armor/clothing y'all want to retexture. Unless you drastically modify the topology of the texture itself there's usually no need for new normal maps, re-using the existing ones volition work fine. In this instance I have a robe and a hood texture.

ane-2: Open the CK. In the Object Window observe the Texture Sets category (nether Miscellaneous) and click on it. On the right side we see all the existing Texture Sets Bethesda created, such as variants of the Barkeep outfit and Blacksmith outfit.

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i-three: Click anywhere on the right side and select NEW. This will open up a new TextureSet box. This is where we define our new textures.

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i-4: In the first box, where the cursor is, you'll want to name your Texture Set. Following logical naming conventions, name it something yous'll remember, peradventure prefixed with the initials of your mod name or your proper noun.

I've named mine HanaRedMageRobeF.

Hana = My proper name
Carmine = I'm using the red texture
MageRobe = Information technology'due south a mage robe
F = Female person version

1-5: Now to ascertain the textures being used. Highlight the line named Diffuse. Below that, beside the box labeled Texture is a push button named Edit. Click on that Edit push. In the explorer window, scan to your directory and select the texture (.dds) file for the female robe. Click Open. The Filename field beside Lengthened should now be filled in, and you should meet your texture in the preview window.

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1-6: Highlight the adjacent line named Normal/Gloss. Click the Edit push again and browse to the location of the normal map (whether it'south in the existing Clothes directory or if y'all have a new one in your ain directory). Click open. The Filename field beside Normal/Gloss should at present be filled in, and y'all should see it in the preview window.

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Depending on what yous're working on, you may need to continue filling in the other texture files such every bit defining an Environment map or Glow map. To go on this simple, we just need the lengthened and normal textures.

i-7: Click the OK button of the Texture Set box and the robe is done. For the purpose of this tutorial no other fields in this box need to be changed.

i-8: Repeat steps 1-three to 1-7 to create the Hood Texture Set. Make sure to give information technology a different proper name (Mine is HanaRedMageHoodF).

TIP : The CK does not read bsa files, so whatever "re-used" texture files you lot need, such equally the normal maps must exist placed in the proper directory in your Data files. Once the Texture Set up is created and the file path defined, there's no need for the normal maps to sit loose in your Data directory whatever more. They can be deleted and the game will discover the path in the bsa.

1-9: Echo steps i-3 to 1-7 to create the male person texture set version. Remember to give it a unique proper noun. I used HanaRedMageRobeM and HanaRedMageHoodM. When finished we should have these new records.

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Step ii: Create the ArmorAddon Set
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ii-1: Determine the pieces of armor/habiliment that are being retextured. In this example, just the Apprentice Mage robe and hood. In the Object Window, discover the ArmorAddon category (nether Items) and click on it. On the right side of the window, scroll downward until you find the appropriate pieces.

We need;

-- MageApprenticeAA
-- MageApprenticeHoodAA

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At this point we can go two ways. We can create a "Standalone" mod past creating a new unique outfit, or we tin can create a "Replacer" mod, past changing the texture of all the existing mage outfits. In this tutorial, I'g making a standalone mod.

Standalone mod:

2-2a: Double click MageApprenticeAA to open up the ArmorAddon record. Before doing annihilation else, change the ID name. Make information technology meaningful and then you lot'll remember it and click OK. I used HanaRedMageRobeAA, same proper name as the Texture Set created higher up, with AA (for ArmorAddon) at the terminate and without the Thou or F to brand it generic. When asked if you want to create a new form, click Yeah.

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Replacer mod:

2-2b: Double click MageApprenticeAA to open the ArmorAddon record. Go along to next steps without changing the ID proper name.

2-3: Find your new ArmorAddon record and double click to open it. There are 2 places that we need to modify. Under each section named "Male" and "Female" there's a box labeled Biped Model. This is the path to the nif file used by the Apprentice Mages. Beside that is a SELECT push button where you lot can edit this data.

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2-4: Click on the SELECT push button abreast the Male one to open the Model Edit box.

Permit's have a look at what's hither.

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At the top is the Model File Name, which is the nif path.
Beneath that is the Alternate Textures chart. This is what we're changing. But what does it all mean?

Look in the 3D Proper name column. There are iii entries here that are probably meaningless at this indicate. Each name here relates to a NiTriShape branch in the nif model. And so how do we know what to modify? Most times the names are fairly logical, sometimes you can guess. Or, you lot can open the nif model in NifSkope so y'all know exactly.

In this instance, we need to change robe:1 and robe:0. We do non want to touch robe:skin, as that is skin texture that nosotros haven't changed.

Look in the New Texture column. When in that location is no value here so the model uses the textures defined in the nif itself, or 'default'. This is where we add our Texture Set info.

2-5: Double click anywhere on the line robe:1. This opens a new box Select Form, which is a listing of existing Texture Sets. Observe your Male Robe texture set and click OK.

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2-half-dozen: Double click anywhere on the line robe:0. Select the same texture set file as in two-v. Once you've defined your Texture Set hither, the preview window in the Model Data box should change to your new texture.

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The Male Robe is done. Click OK to exit the Model Information box and return to the ArmorAddon record.

two-7: Click on the SELECT button beside the Female Biped Model box to open up the Model Edit box for the female person ready. In this instance, there is merely one line 'robes' that needs to exist changed. Double click on that line to open the Select Grade listing again, find your Female person Robe texture set and click OK. The Female person Robe is done. Click OK to exit the Model Data box and return to the ArmorAddon record.

Of import NOTE: Normally the boxes labeled "First Person" would demand to exist changed too, to come across our new textures when playing in 1stPerson mode. Notwithstanding, there is a bug in the Creation Kit that will not save any texture changes made to 1stPerson models. Then don't try to change them. If it will carp you to see the default textures in 1stPerson style, y'all tin make copies of the 1stPerson nifs of the Apprentice Mage outfit and modify the textures in NifSkope. THEN modify the file path in our ArmorAddon to bespeak to the new models.

2-8: Click OK in the ArmorAddon record to exit. The robes are washed. Repeat steps 2-2 to 2-seven for the Hood record.

Pace 3: Create the Armor Prepare
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3-1: In the Object Window, find the Armor category and click on information technology. On the right side of the window, scroll downward until yous detect the appropriate pieces.

Nosotros demand;

-- ClothesCollegeRobesApprentice
-- ClothesCollegeHood

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Standalone mod:

3-2a: Double click ClothesCollegeRobesApprentice to open up the Armor tape. Earlier doing anything else, alter the ID name. Brand it meaningful so yous'll remember it and click OK. I used HanaRedMageRobe, same name as the Texture Set up created above,  without the G or F to make it generic. When asked if you want to create a new grade, click Yeah.

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Replacer mod:

3-2b: Double click ClothesCollegeRobesApprentice to open the Armor record. Continue to next steps without changing the ID name.

3-3: Find your new Armor record and double click to open it. There are a few things in this tape nosotros need to change. At the bottom center is a box called Models. This points to the ArmorAddon record that this armor/clothing uses. Right above that, at the peak is a box chosen Male person with a box labeled World Model. Below that is the Female person equivalent.

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Anything else you desire to change is optional. Modify the Proper noun of the outfit, the value, whether it has an enchantment or not (Enchanting box), the Armor Rating, etc if you so want.

3-4: Down at the Models box, tick the Show All box (in case anything is hidden). Highlight the existing MageApprenticeAA line, right click, and delete it. If any other ArmorAddons were hidden, delete them too.

3-5: Right click anywhere in the Models box and select New. A Select Course box volition open with a listing of all existing ArmorAddon records. Find our new RobeAA and select it. Click OK.

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iii-6: Click the Edit push beside the Male person Globe Model path. This will open the ground model of the Amateur Robes. Follow the instructions we did for the ArmorAddon to alter the texture by adding our Texture Prepare. Do the aforementioned for the Female Earth Model path.

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three-7: Repeat steps 3-three to three-6 for the Hood Armor.

Step iv: Rejoice
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4-1: Place your new Armor in a cell and go see information technology in-game.

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...

nelsonsuccans.blogspot.com

Source: https://www.afkmods.com/index.php?/topic/3895-skyrim-texture-sets/

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