Bethesda Mod School: Tools 101 - Custom Textures, Nifskope Setup, and Other Work Environment Tips
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- Опубликовано: 16 ноя 2024
- In this first Tools lesson, kinggath touches a variety of small topics, including explaining how to properly export custom textures, configure material files, setup Nifskope to display textures, extract Bethesda's files for easy access, and how to setup a variety of third party tools to make modding easier.
Beneficial To Know:
::: From CK 105: • Bethesda Mod School: C...
How to setup Material Swaps
Tool Links:
GIMP: www.gimp.org/
GIMP DDS Plugin: code.google.co...
Photoshop DDS Plugin: gametechdev.git...
Nifskope: github.com/nif...
Material Editor: www.nexusmods....
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Timestamps
1:40 - Extracting Fallout 4's files for easy access
8:02 - Texturing, compression & custom textures (and how to fix the rainbow texture effect)
20:45 - Using the material editor program
26:35 - Nifskope; where to get it and how to use it
So, I wanted to edit some Skyrim helmet meshes from the mod "Early-Middleaged Helmets", because with the Berserkyr ENB, the helmets kind of look weirdly blue under darker lighting.
Your video helped me figure out it's easier than I thought. Just needed to tweak some mesh shader settings with the NifScope edditor. So no more weird blue tint, just the shiny metallic silver. Thanks.
I use GIMP for texturing, while I'm no asset creator Ive done quite a bit of conversions and implementation from 2d creators, so if anybody has questions about GIMP feel free to reply here or find me on the Sim Settlements discord! Great tutorial KG!
This is very late but it's day one and I'm trying to find guide but I don't even know if I can do what I would like to do. I'm trying to learn how to edit existing items in game (just to learn how and to also use) in particular the vault locker that is a single locker with the door propped open. I was trying to use gimp to load it and just either remove the door or make it invisible. I'm not sure if I can even do that or if I'm even using the right program. I haven't been able to find a guide that shows removing a piece of an existing item in game, I can only find ones that add to the existing item. Is this something I can even do and I'm just going about it wrong?
In Nifskope after you change the textures etc you want to run a spell: Spells --> Optimize --> Remove unused Strings. I've read if you don't do this it might cause problems in some games.
Possibly the case for some of the older games, it does not seem to be necessary for Fallout 4, though it will reduce the file size slightly - so that's always worth doing!
This guy is a saint... I dont get bored listening to him and he is very easy to follow and understand
Maybe because English is not your second or third language. Kinggath sounds like a horse racing sportscaster. Too fast. I gave up sadly. He's excellent otherwise.
Amazingly usefull video KG. Thanks 1,000,000!
Not usre if you know this trick or not but If you SHIFT + RIGHT CLICK on a file in Windows Explorer you get an option to COPY AS PATH. This will copy the whole path plus the filename into the clipboard.
Can confirm Intel plugins also work on CC/Photoshop 2020. Great series, really helpful. Many thanks to KG for doing this and keeping it going!
As KingG points out, the abstraction introduces a more complex workflow, but is worth the effort. However, many mods are complex, and it is not clear that the .dds files declared in the Nif is unused Kruft that is no longer operative. This is why I avoid declaring the dds files in the Nif, or put dummy declarations in the fields telling modders to ignore them. The redundancy can be highly confusing to new modders because they will think they are changing the DDS when in fact the BGSM if present will override it. Regarding the overlaying mechanics- the BGSM overrides as I understand it can be selective, so that for example if the Specular dds is not declared in the BGSM, then the one in the Nif is used. Seddon remarked in his tutorial that the Material swap BGSM actually behaves like a search and replace, so that if the original BGSM name (as declared on the CK material swap dialog) is not found in any blocks of the nif, then the replace BGSM is not substituted. Presumably this would allow selectively overriding particular blocks using that particular BGSM, but leave blocks using a different BGSM unchanged. I am just getting the hang of this, so this is my current operating understanding. If anyone knows differently, by all means feel free to correct me.
PLEASE drop a link where you downloaded your knowledge on this subject matter that i can easily upload to mine! ty
great information here! thanks so much for doing this!!!
Paint.Net also allows for editing dds files with the correct plugin and is also free
And it save in BC7 ;) where GIMP don't.
NOT FREE
@@johncraft9464 Yes it is
ok first question I have is you show linking files to archive 2 prog and I have spent ages now just trying to find that prog! You dont have no link to it, you just refer to some other tutorial - no link. I have CK for skyrim modding and see a directory called just archive nor archive 2
IS there a way to blend two textures in the same mESH in nIFSKOpe?
I have a question. Nifscope is not saving the paths. I add the path, click apply save and when I go a load a nif the path I added is gone. i even set it to run as administrator and getting the same thing. Any idea what could be causing this?
Good afternoon, I made a model of a tank and everything works but in the editor it is tiny and I enlarge it through s but the enlargement is limited
Fantastic! Thank you so much!
Thankyou indeed for the info.
Is there any way to do render to texture to make things like live TVs (or magic mirrors in Skyrim instead of Fallout 4) with Nifskope/Creation Kit? I'm not seeing any tutorials on it, and I find that kind of odd considering how much has been added to the game with SKSE.
I'm still lost. I can't figure out how to import my custom textures into Nifskope on my model
Can anyone help me Port Call of dutu Spawn,Lilith,Alucard models in fallout 4 i have the Models and the Textures but i dont knkw what to do how do i put the Textures on the body???
Sub'd, thanks! I am new to NifSkope. I realize that if I want to accomplish my goals for my project, I'll need to learn it, and so watching your video helped me to take the plunge. I'm encountering some problems, however, and am hoping that you (or anyone reading this) can help. I've plans for Starfield. I've unpacked the "Meshes", "Materials" and "Textures". Where should I put these folders? I tried (in NifSkope settings) to set the "Paths" and "Archives" up using the "Auto" function, but I am left feeling like it's incorrect. A set of industrial doors I loaded up showed some red textures (not purple). Should I set up the "Paths" to point to the "Data" folder in a) my "My Games / Starfield" folder ,or b) the default directory ("Steam / SteamApps / Common / Starfield")? Should I point the "Paths" to these folders I've just extracted? Thanks for your time in reading this, and for your great work.
i dont have bgsm files. please help.....
iv been trying to accomplish this for months now and everytime i start to get somewhere the person says "link material editor by opening a bgsm from your textures" and thats where all progress stops because i dont have a single bgsm. they are all dds files and the editor wont open those, if i cant open them i cant move foward.
Extremely late to the party BUT I can help you, you will need to extract the BGSM files from the game using BAE
fallout 4 rules them all. Still amazed that not more true gamers gave it the first award for saying your name in game. The one and only. This game is not soon to die. I plan to make a Terminator version of the game in the next year. I am sure this class is gonna become handy.
hey kiggath do you know where to find an animal farm build plan on fallout 4 i seen in your past video you have a radroach farm can you please tell me where to find it please also send me the link to thanks
Search for Altairp's Animal Farm on the Nexus. :)
Ok all the nifs are purple
Man you talk too much, too fast, you are always turning around and not getting to the point, I appreciate all the great mods and hard work you did for fallout but man this is just impossible to watch your tutorials there are much easier out there