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The original will likely be packed into one of the game’s texture archives, so you’ll need to track down what the actual file path for your replacement should be then recreate the file path for the game to read your replacement texture. OP: if all you want to do is replace one texture for another, than you just need to know the file path of the texture you want to replace. exe or a shortcut to it works perfectly fine. You DO need to be logged into and use their gawd-awful launcher to download and install the CK, but after that you 100% do not need to be logged into anything to actually launch and use it. While packing those loose files into a BA2 is the preferred method for distributing a finished mod, the CK will load and use loose files if they are present, just like FO4 itself will.Īlso, you do not need to be logged into anything to launch and use the CK. Can you clarify? The CK will absolutely load and use loose files, no matter if they are textures or otherwise.
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Sorry…I’m a bit confused by these statements.
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When you close the Kit, these get deleted. You do not have access to the data.Īlthough it does show up in the C:\users\(username)\Apps\Temp -folder for you to see the actions. Put it this way, their kit you downloaded uses their version of scripted extender VIA networking.
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It's like trying to run a Fose scripted mod and thinking it will run with out fose being installed. They download the libraries used for packaging as well during that session. You need to be logged onto bethesda'a web site in order to get full functionality for that game "Fallout 4" Logged in wit the kit as well. The kit will not use loose files, they need to be in an archive "BA2" with the name of the plugin your making. So im new to CK for fallout, have been using skyrim, im trying to change the textures to a custom non rusty one for buildings, but simply adding it to CK doesnt make it show up in swap list, how do i do this so i can make nice new buildings
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