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Outfit Studio same mesh different textures


Acies Gecko

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Hello, I have a question regarding Outfit Studio. I made a dress and also some recolors of the same mesh, and I'd like to know how to build the mesh on the bodyslide only one time but it gets saved different times and the only difference being the textures, so I don't have to create 5 different projects when the only thing that changes is the mesh.

Sorry for the bad english.

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Take a look at Fortaleza if you want to know how to make a single item with multiple texture options on said item.

http://www.nexusmods.com/fallout4/mods/10692/?

Everything is handled inside the esp.

 

Take a look at Prewar Dress in the Fallout4.esm to see how to setup a single nif as the target for multiple outfits.

 

How it is done...

Inside the esp/esm you need to change the BGEM/BGSM set the outfit uses by default (via an OMOD - Like Fortaleza, or set the in the actual armor like the FO4.esm).

The Material file swap has to be pointed at the correct mesh, otherwise it will not work.

 

It is similar to how skyrim would point a new texture to a mesh (like the guard armor for each hold).

 

So you should end up with.

One mesh set in meshes (if you are doing an outfit, plus hat, gloves, etc) and multiple bgsm's in the material for your mod.

You can have a single material file as the default texture inside the nif/mesh then have the other outfits/or retextures points to the different bgsm files.

 

Look at Fort via FO4Edit you can see that the texture conversion OMOD's have a simple setup that do the "MaterialSwaps" as property and then the "mswp_Fortaleza_MK x _xxx [MSWP:xxxxxxxxx]" as the target. 

 

The omod points to the material swap file. The material swap file points to the old bgsm and then to its replacement.

post-321913-0-39333000-1486986804_thumb.jpg

 

So Option a - Single nif multiple clothing setup is.

ESP contains a single Armor Add-on and multiple armor's that point to that armor add-on. With the Material swap set in the armor (Under "Object Template" set the material swap).

Or Option b - Single nif with color choice via the armor workbench in game.

ESP contains a single Armor Add-on and a Single Armor. The Omod's for the armor point to material swap files and each material swap points to the different color.

Last and worst Option C - Mutliple nif's with no texture choice, they all have the bgsm paths only in the nif's.

Link to comment

Take a look at Fortaleza if you want to know how to make a single item with multiple texture options on said item.

http://www.nexusmods.com/fallout4/mods/10692/?

Everything is handled inside the esp.

 

Take a look at Prewar Dress in the Fallout4.esm to see how to setup a single nif as the target for multiple outfits.

 

How it is done...

Inside the esp/esm you need to change the BGEM/BGSM set the outfit uses by default (via an OMOD - Like Fortaleza, or set the in the actual armor like the FO4.esm).

The Material file swap has to be pointed at the correct mesh, otherwise it will not work.

 

It is similar to how skyrim would point a new texture to a mesh (like the guard armor for each hold).

 

So you should end up with.

One mesh set in meshes (if you are doing an outfit, plus hat, gloves, etc) and multiple bgsm's in the material for your mod.

You can have a single material file as the default texture inside the nif/mesh then have the other outfits/or retextures points to the different bgsm files.

 

Look at Fort via FO4Edit you can see that the texture conversion OMOD's have a simple setup that do the "MaterialSwaps" as property and then the "mswp_Fortaleza_MK x _xxx [MSWP:xxxxxxxxx]" as the target.

 

The omod points to the material swap file. The material swap file points to the old bgsm and then to its replacement.

attachicon.gifMaterial Swap data from Fortaleza2.jpg

 

So Option a - Single nif multiple clothing setup is.

ESP contains a single Armor Add-on and multiple armor's that point to that armor add-on. With the Material swap set in the armor (Under "Object Template" set the material swap).

Or Option b - Single nif with color choice via the armor workbench in game.

ESP contains a single Armor Add-on and a Single Armor. The Omod's for the armor point to material swap files and each material swap points to the different color.

Last and worst Option C - Mutliple nif's with no texture choice, they all have the bgsm paths only in the nif's.

Useful info thank you sir, this helped me with my texture swaps on my project.

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