carbonox infernox Posted June 14, 2018 Posted June 14, 2018 (technically I'm using SSE, not oldrim) Short version: I made a plugin that changes the NIF for an ArmorAddon, but the game is still using the old NIF. Plugin is at the end of the load order, SSEEdit confirms that the plugin has the correct edits, creation kit correctly displays the new mesh in the model data window of the ArmorAddon, and yet in-game the old mesh is used. Long version: I'm converting Nikitaa's bikini mod to work with bodyslide + HDT. It has over 50 bikinis grouped in 7 or 8 types, such that within each "type" every bikini uses the same mesh with a different texture. However, Nikitaa didn't use texture sets. Every bikini has its own mesh pointing to its own texture. So (using outfit studio) I converted one bikini from each type to bodyslide + HDT and am now trying to apply texture sets to get the rest of the bikinis using those meshes. I'd rather not convert over 50, and furthermore it is better for bikinis within a type to share a mesh so that mesh tweaks and bodyslide edits are applied to multiple bikinis. I made one texture set as a test. Let's say the bikini being edited has mesh A and texture A. The one of its type that I've already converted has mesh B and texture B. So I make texture A a texture set. Under female biped model in the ArmorAddon, I give bikini A mesh B and texture A. So now it should have the converted mesh from B while retaining its own texture A, and it displays correctly in the render window. The problem is that it's showing up with mesh A and texture A in game. If it was mesh B and texture B, then I'd assume my texture set was screwed up, but I don't see how it could be using the original mesh when the ArmorAddon is pointing to a different one. It's almost like the plugin isn't taking effect, but it's the last in the load order and i double checked it with SSEEdit. Does anyone with CK experience know what I can do to fix this? I'd like to convert the whole mod, but I can't get off the ground with it. Edit: Just to clarify, I saved this as a separate plugin (bottom of load order) rather than mess with the original. I would prefer to keep it that way to avoid permission problems that would come with redistributing someone else's plugin, just in case this ever sees the light of day.
El_Duderino Posted June 14, 2018 Posted June 14, 2018 This may be a case of there being faulty links in the esp (wrong ArmorAddon linked in Armor or similar issues), at least that's what's usually the cause when I do stuff like that in my game. Tes5Edit (or SSEEdit?) may be of more help to go over your edits in your new .esp because it lists all the stuff in a more condensed fashion (everything in one big display and not multiple pop-ups), but then maybe that's just my preference. Anyway, no matter if with the CK or Tes5Edit, check that every one of the new ArmorAddons (in your new esp) links to the correct TXST intended for it. Then do the same for the new Armors you have created, check that each one of them actually calls the modified ArmorAddons (the ones with the TXST) and not the original from Nikitaa's esp.
carbonox infernox Posted June 14, 2018 Author Posted June 14, 2018 Hi there, thanks for responding. I'm certain that my items are using the correct ArmorAddons, because I went to the items themselves in the CK and clicked on the ArmorAddons there. I also checked the ArmorAddons in the CK because I thought that maybe I created a new one instead of editing the old, but there was only the one there with the correct name, mesh B and texture A. I did also look in SSEEdit, and it has the right filename for mesh B, as well as the texture set for texture A. Everything is there and accounted for as far as i can tell. Texture set A also shows up in SSEEdit with the correct texture.
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