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ActiveMod Texture for Everthing - Printable Version +- Phoenix Garden (https://roysforum.com) +-- Forum: Community (https://roysforum.com/forum-103.html) +--- Forum: Raistin Kane - Research Center (https://roysforum.com/forum-158.html) +--- Thread: ActiveMod Texture for Everthing (/thread-739.html) |
ActiveMod Texture for Everthing - Richter Belmont - 07-24-2024 Since I readed about Addon Toy having not been ActiveModed yet...well I just decided to check it out. Took me not even 5 minute to figure out the mod*.bs line usage...but yet maybe a hour or two to get result in-game (was overlooking the fact that my ActiveMod texture was in a subfolder) [To see links please log-in or register here] I case you don't know it, having the texture in your addon is not require when you use ActiveMod texture. So if you use ActiveMod, you can delete the texture and the .txf from the addon So there we go. If you look into one of the various mod*.bs file (the original mod.bs simply got divided), you will see line, each containing a group of 3 string. Each group represent the information for a ActiveMod Texture. Code: "Shared/Item/R9Toy309_Object01" , "R9Toy309_Object01" , "Tool38309_ToolDescription" ,[/color] The first string represent the path of the original texture (in addon) and so the one written in your scene file. Code: ...[/color] The Second string represent the path of the ActiveMod texture. Please note that you can add subfolder to the name. If I was using png image for example: Code: "R9Toy309_Object01" = /Mod/ActiveMod/R9Toy309_Object01.png[/color] The last string represent your object "script bloc" name. For tool, you will find it in your "Scripts/Shared/Common/TcTools*.bs" file For hair and cloth, inside "Scripts/Dress/DcDress*.bs" For room, "Script/Luder/Common/Room*.bs". Taking my Syringe Addon Toy for example... Code: ToolDescription :Tool38309_ToolDescription . { //HERE THE SCRIPT BLOC NAME[/color] That's pretty all you need. ![]() |