u/DJParticle

[FO4] [FO4edit] Having trouble with material swap textures

[FO4] [FO4edit] Having trouble with material swap textures

I'm trying to create highway signs that are compatible with the GS&P mod (basically, adding a "Highway Signs" subdirectory to the "Wall Signs" set). These are highway reassurance shields like the type you see in Fallout NV/76 with the shield and route number. (State Routes 1A,2,6A,9,16,28,38,62,99,127,159,203, US Routes 1,3,5,6,20, Interstates 90,91,93,95,695). I made the .dds files 256x256.

Since I'm working within the GS&P environment, I decided to use the "SignRoad_NoEnter01.nif" as the base mesh file, as it's the perfect shape for all but the Interstate signs (MA uses square signs for US routes with the "US Shield" printed on them)

After setting things up in FO4Edit, the only thing it won't do is swap the tetures. The "Do Not Enter" texture seems locked to the item in my test sign (which I'm trying to put the US6 texture on).

Here's the screenshots of my settings. What am I doing wrong?

The Material Swap settings

The settings for the US6.bgsm

Settings for the Static Item

Thanks in advance.... I've tried everything I could Google up, and it's all saying this SHOULD work... but it doesn't.

--DJ Particle

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u/DJParticle — 7 hours ago

[FO4] [Gruffydd S&P] - First time mod... modding an existing mod.

I have a toon where I like to make the game my sandbox, and to that end, I got the Survivalist Toolkit (to allow building anywhere) and the Gruffydd Signs and Posters kit for cool signage.

However, I noticed that the "Generic/Misc" pack, while it has a lot of classic Massachusetts "Entering" signs, is missing a lot of towns that would be on the Commonwealth map (not to mention Nuka-World).

So I took it upon myself to fill in the gaps, and also made the signs more lore-accurate (with the "New England Commonwealth" seal on them, like the canon Concord sign, instead of the IRL-like Massachusetts Seal), using AlbinoPolarBear's template.

And while APB's models are the most lore-accurate, their "Town Line" mod has even *fewer* towns, and places the signs just before the towns' downtown areas instead of the city limits like is done IRL.

So I combined the resources of GSPGaM, and APB's Town Signs to make my roadgeek's master pack of Entering signs.

I removed Brighton, Dorchester, and Roxbury since they're not actual towns, being simply villages in Boston. Having lived in MA for over 2 decades before the new millennium (and growing up as a roadgeek there), I know that they don't usually make those "Entering" signs for city villages (not even Hyannis, which is a village in the city of Barnstable, has one).

So if I wanted to make this available by itself (say, on Nexus), what's the general etiquette regarding modded... mods?

My mod of "GSP-GenericAndMiscellaneous" contains the following "Entering" signs as 2x Steel craftable items, in the style of the canon Concord signs:

Agawam (Nuka-World)
Arlington
Bedford
Belmont
Beverly
*Boston
*Bradberton (Nuka-World)
Brookline
Burlington
*Cambridge
Chelsea
Concord
Danvers
Dedham
Enfield, CT (Nuka-World)
Everett
*Lexington
Lincoln
Longmeadow (Nuka-World)
Lynn
Lynnfield
*Malden
Marblehead (even if all that's left of it is The Crater 🤣)
Medford
Melrose
*Milton
*Nahant
*Natick
Needham
Newton
Norwood
Peabody
Provincetown (Province Bay)
*Quincy
Reading
Revere
*Salem
Saugus
Somerville
Springfield (Nuka-World)
Stoneham
Swampscott
Truro (Province Bay)
Wakefield
Waltham
Watertown
Wayland
Wellesley
Weston
Westwood
Wilmington
Winchester
Winthrop
Woburn

* = (used AlbinoPolarBear's models, since they already existed)

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u/DJParticle — 3 days ago