Fallout: New Vegas

Fallout: New Vegas

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Dezzybird Nov 8, 2014 @ 10:46am
How to change the texture of a piece of armour to another preexisting texture in GECK?
I have a mod (ADAM) which adds, amongst other things, a couple of new helmets but I like the texture of helmet 1 and the stats of helmet 2. What I want to know is: How would I go about getting the texture from 1 onto helmet 2 using GECK? I don't think I can just change the stats of my preferred texture since it has this ability to scan an enemy so I imagine that complicates things. My experience with GECK extends to changing the stats on a piece of armour so please use little words.

Thanks for any help.
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Nostil Nov 8, 2014 @ 10:47am 
you could trycopying the stats from helmet 2 onto helmet 3 wich uses the texture of helmet 1 (no idea if you can)
Dezzybird Nov 8, 2014 @ 10:49am 
Tried that but it didn't work, i think it is because it comes with the ability to scan enemies and give you a bunch of info which may cause issues/be untransferable to my preferred texture
JDC UK Nov 8, 2014 @ 10:55am 
I think you'll have to use FNVEdit.
Dezzybird Nov 8, 2014 @ 12:39pm 
Originally posted by JDC UK:
I think you'll have to use FNVEdit.

Any idea how to do that? Or know of a video/guide that can tell me how?
Ladez Nov 8, 2014 @ 2:54pm 
There's two ways to do it:

1) Edit the texture path directly in the mesh, for which you will need to open the mesh in NifSkope.

The texture paths are stored in the blocks called BSShaderTextureSet, and there will likely be several of these if your mesh is made up of several 3D pieces as armors typically are.

Select a BSShaderTextureSet block and expand textures down in the block detail view. One thing to make sure of when you edit texture paths in NifSkope is that the path begins with "textures\...." and NOT "data\textures..." as otherwise the game won't be able to locate the textures.

After editing the texture path, the new texture should appear on the preview instantly, as long as it exists as a loose file in you data folder and is not packed in a .bsa archive.

2) Use the texture set feature in the GECK, as it can be used to apply different textures to the mesh of an object.
  1. Create a new texture set (they're found in the miscellaneous section.)
  2. Point the diffuse map to the texture file you want to use.
  3. Then open the armor and edit the biped model (remember that male and female versions have different biped models.)
  4. Double click on one of the 3D pieces in the list and choose the texture set you created earlier.
  5. Click OK and save your armor.

Note that one armor mesh may be made up of several 3D pieces, so you'll most likely have to apply the texture set to all of them.

A texture set can be cleared by double clicking on a 3D piece and pressing escape instead of selecting a texture set.



Personally I recommend using the texture set option, as you avoid making permanent changes to the mesh.
RoX Nov 23, 2016 @ 3:39pm 
You've probably solved this issue by now, but I thought I'd make a comment for others to see, as I've been struggling with this for hours as well.

All you really have to do is take the texture file you want, rename it to the texture file you want it replaced with, and place it in the appropriate directory in the Data folder.
(For example: Data > Textures > Armor > Combat Armor. If the folders you need don't exist, create them)

This applies to pretty much every Bethesda Fallout and Elder Scrolls game.

Now, to find out the name of the texture file, as well as its directory, you should get this really simple program from the Nexus: http://www.nexusmods.com/fallout4/mods/78/?
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Date Posted: Nov 8, 2014 @ 10:46am
Posts: 6