Post by Ezzy on Aug 28, 2022 14:59:05 GMT
Our example for this tutorial will be the Vault Table.
To find and extract the texture and material to clone from, follow Part 1 of my clothing material swap tutorial (colorfulcommonwealth.proboards.com/thread/64/clothing-accessory-material-swap-recolour ), this time searching in Bethesda Archive Extractor and Material Editor for the texture and BGSM of an object (in this case Vault_Table_01) rather than for a hat, up until the part where you go looking in Creation Kit for a hat to clone. At that point, come back to this page and we will look for a table to clone.
So to pick up from where we left off at that point in the clothing tutorial:
Choose the object you want to recolour. In this case, we are using the Vault table (the picnic-bench-style table), which is ID name NpcTableVaultSit02, model name Vault_Table_01. In the main Object Window screen, click 'Items' in the left-hand pane, click the Form Type category at the top of the Editor ID pane to alphabetise the categories, and under FURN, you will find NpcTableVaultSit02. That's the item we will be using.
Click on Material Swap in the left-hand pane and look for a default material swap to clone from - often the one you want isn't one in the list, so you have to choose something similar instead. In this case, there is no swap listed for NpcTableVaultSit02, so we used HighTechRoundTable01_DirtySwap.
Double-click HighTechRoundTable01_DirtySwap to bring up its Material Swap form sheet. On that sheet, click on the line under Material Substitutions that says 'Original Material' and 'Replacement Material': clicking it will autofill the two boxes under Material Swap called 'Original' and 'Replacement'.
To substitute the vault table BGSM for the HighTechRoundTable, go to the Original box and on its right-hand side, click 'Edit'. In the pop-up, do a search using the 'File name' input box. In this case, we searched on 'table' and found Vault_Table_01.BGSM, which is what we want. Click OK and now the 'Original' box on the Material Swap sheet will show the correct original vault table BGSM.
Then back on the Material Swap sheet, under the Material Swap section go to the Replacement line and click 'Edit'. In the pop-up, click 'Local files only' to more easily find your new custom swap. Select your new swap, click OK and now the Replacement box on the Material Swap sheet will show your new custom BGSM.
Rename the ID box of the Material Swap sheet to a custom ID for your new texture, click OK and a pop-up will ask if you want to create a new form. Click OK. Your new swap will now appear in the main swap list. If you are making further recolours of the same object, you can use that new swap to clone the others from.
Go back to the Furniture sheet for the vault table, open it and in the upper left area, click Edit to the right of the 'Model' item. A sheet called Model Data will pop up. In the item called Material Swap, click the drop-down menu that says NONE, and you will see your new custom colour in the list. Click it to choose it. You can now see in the preview window, that the object has taken on your new colour. Click OK and you will now see your new colour on the main sheet too. In the upper left, give the updated Furniture sheet a new custom ID and a new Name that describes your new recolour. Repeat with any further colours you want to make.
Finally, we need to make the table craftable in the Workshop. Back in the Editor ID panel of the main Object Window screen, we now want a COBJ item, whose names begin with 'workshop_co'. Again, there is no specific one for the picnic table, so choose something similar. I chose a bench, workshop_co_NpcBenchParkSit01 (remember, despite being a 'table', the Vault table functions as 'seating', because people sit at it), and changed it to use 6 steel instead of 3 steel and 4 wood. Change it by right-clicking the Wood item and choosing Delete, then change Count for c_steel to 6 and change Required Count to the right of that, to 6 also. On the upper right, in the Filter box, type a word that will bring up your new texture's name - in my case, as my new texture is called Stripes, I typed that. Click Created Object and you should see your texture's name in the dropdown menu. Choose it and then give your item a new ID. Repeat for any further colours.
At the main menu at the top of the screen, click File, Save and your mod will be saved as an .esp file.
Quit the Creation Kit, and test in game. If all went well, you will see your new item in the Workshop menu - in this case, our picnic table is under Chairs. (Sometimes the thumbnail will be blank at first.) Place it and try it out to make sure it can be sat on.
If you want to save and/or share your mod as a zipped archive, copy its .esp from your Fallout 4/Data folder to your PC's desktop, then make two new folders on your desktop called textures and materials. Back in Fallout 4/Data, go into the materials folder and copy your new BGSMs, in this case located at Fallout 4\Data\materials\SetDressing\EzVaultPicnicTable, to the materials folder on your desktop (copy the whole subfolder structure, eg SetDressing\ EzVaultPicnicTable, to the new folder). Then copy your new textures, in this case Fallout 4\Data\textures\SetDressing\EzVaultPicnicTable, to your desktop textures folder. Zip these three items up together with an archiver such as 7Zip. Give the zipfile the same name as your plugin file. The zipfile can now be installed with a mod manager of one's choice, such as Nexus Mod Manager or Vortex.
And that's it - thankfully recolouring objects is quicker and simpler than all the extra steps involved in clothing!
To find and extract the texture and material to clone from, follow Part 1 of my clothing material swap tutorial (colorfulcommonwealth.proboards.com/thread/64/clothing-accessory-material-swap-recolour ), this time searching in Bethesda Archive Extractor and Material Editor for the texture and BGSM of an object (in this case Vault_Table_01) rather than for a hat, up until the part where you go looking in Creation Kit for a hat to clone. At that point, come back to this page and we will look for a table to clone.
So to pick up from where we left off at that point in the clothing tutorial:
Choose the object you want to recolour. In this case, we are using the Vault table (the picnic-bench-style table), which is ID name NpcTableVaultSit02, model name Vault_Table_01. In the main Object Window screen, click 'Items' in the left-hand pane, click the Form Type category at the top of the Editor ID pane to alphabetise the categories, and under FURN, you will find NpcTableVaultSit02. That's the item we will be using.
Click on Material Swap in the left-hand pane and look for a default material swap to clone from - often the one you want isn't one in the list, so you have to choose something similar instead. In this case, there is no swap listed for NpcTableVaultSit02, so we used HighTechRoundTable01_DirtySwap.
Double-click HighTechRoundTable01_DirtySwap to bring up its Material Swap form sheet. On that sheet, click on the line under Material Substitutions that says 'Original Material' and 'Replacement Material': clicking it will autofill the two boxes under Material Swap called 'Original' and 'Replacement'.
To substitute the vault table BGSM for the HighTechRoundTable, go to the Original box and on its right-hand side, click 'Edit'. In the pop-up, do a search using the 'File name' input box. In this case, we searched on 'table' and found Vault_Table_01.BGSM, which is what we want. Click OK and now the 'Original' box on the Material Swap sheet will show the correct original vault table BGSM.
Then back on the Material Swap sheet, under the Material Swap section go to the Replacement line and click 'Edit'. In the pop-up, click 'Local files only' to more easily find your new custom swap. Select your new swap, click OK and now the Replacement box on the Material Swap sheet will show your new custom BGSM.
Rename the ID box of the Material Swap sheet to a custom ID for your new texture, click OK and a pop-up will ask if you want to create a new form. Click OK. Your new swap will now appear in the main swap list. If you are making further recolours of the same object, you can use that new swap to clone the others from.
Go back to the Furniture sheet for the vault table, open it and in the upper left area, click Edit to the right of the 'Model' item. A sheet called Model Data will pop up. In the item called Material Swap, click the drop-down menu that says NONE, and you will see your new custom colour in the list. Click it to choose it. You can now see in the preview window, that the object has taken on your new colour. Click OK and you will now see your new colour on the main sheet too. In the upper left, give the updated Furniture sheet a new custom ID and a new Name that describes your new recolour. Repeat with any further colours you want to make.
Finally, we need to make the table craftable in the Workshop. Back in the Editor ID panel of the main Object Window screen, we now want a COBJ item, whose names begin with 'workshop_co'. Again, there is no specific one for the picnic table, so choose something similar. I chose a bench, workshop_co_NpcBenchParkSit01 (remember, despite being a 'table', the Vault table functions as 'seating', because people sit at it), and changed it to use 6 steel instead of 3 steel and 4 wood. Change it by right-clicking the Wood item and choosing Delete, then change Count for c_steel to 6 and change Required Count to the right of that, to 6 also. On the upper right, in the Filter box, type a word that will bring up your new texture's name - in my case, as my new texture is called Stripes, I typed that. Click Created Object and you should see your texture's name in the dropdown menu. Choose it and then give your item a new ID. Repeat for any further colours.
At the main menu at the top of the screen, click File, Save and your mod will be saved as an .esp file.
Quit the Creation Kit, and test in game. If all went well, you will see your new item in the Workshop menu - in this case, our picnic table is under Chairs. (Sometimes the thumbnail will be blank at first.) Place it and try it out to make sure it can be sat on.
If you want to save and/or share your mod as a zipped archive, copy its .esp from your Fallout 4/Data folder to your PC's desktop, then make two new folders on your desktop called textures and materials. Back in Fallout 4/Data, go into the materials folder and copy your new BGSMs, in this case located at Fallout 4\Data\materials\SetDressing\EzVaultPicnicTable, to the materials folder on your desktop (copy the whole subfolder structure, eg SetDressing\ EzVaultPicnicTable, to the new folder). Then copy your new textures, in this case Fallout 4\Data\textures\SetDressing\EzVaultPicnicTable, to your desktop textures folder. Zip these three items up together with an archiver such as 7Zip. Give the zipfile the same name as your plugin file. The zipfile can now be installed with a mod manager of one's choice, such as Nexus Mod Manager or Vortex.
And that's it - thankfully recolouring objects is quicker and simpler than all the extra steps involved in clothing!