JustCaroAnon Posted November 27, 2018 Posted November 27, 2018 I wanted to make the Ragged CBBE HDT prisoner rags into a standalone armor. To do this, I thought it would be as simple as moving the mesh into a new subfolder under ...\meshes\clothing\prisoner. (I know from past experience that renaming the file can already be an issue, and I don't know how to use NifSkope to fix it.) But, after doing this, when equipping the outfit, the character or NPC's body becomes invisible (as it would if the mesh had a problem). I've checked my outfit ESP, and I definitely have the right filepath for the mesh in the records. Do I need to do something in Nifskope to fix the filepath? Or do I need to do something with the textures? I haven't been able to find anything on this specific issue from general searching, so I'm not sure what needs to be done.
shaidien Posted November 27, 2018 Posted November 27, 2018 Look at both the nif to determine the body slots used then make sure it's set up for those same slots in ck armor add-ons for each piece.
djahdjah Posted November 27, 2018 Posted November 27, 2018 If you just want to replace existing replacer mod armor by ragged outfit you have to put it in the folder of the armor and rename it with the exact name of the armor. Exemple: If the name of armor is: -cuirass0.nif -cuirass1.nif Replace and rename your ragged outfit by the name of the cuirass. Just do it for the "cuirass1.nif", not the cuirass0.nif. If you have gloves or boots Do the same thing for them. If you want to create your own mod or replace vanilla armor you need Ck and nifscope. Ps: sorry for my english, it's not my langage.
JustCaroAnon Posted November 27, 2018 Author Posted November 27, 2018 The slots aren't the issue - it equips fine, it's just invisible in-game. And it makes the entire body invisible - head, arms, etc. are still visible. (I would post a screenshot but my gaming rig currently doesn't have Internet access.) I used the original ESP's override record for the default prisoner clothing (Ragged Trousers or something) but copied as a new record into my own merged outfits ESP, so I didn't touch the slots or any of that - just the EDIDs and the mesh filepath in the ArmorAddon. BodySlide is still outputting it with the same filename as the default prisoner clothing (prisonerrags_f_0/1.nif) and into the original location, and I found previously (when trying to do something else) that you cannot rename a NIF file without this issue immediately happening. But at that time, and with meshes used for static objects, using a subfolder was fine. I don't know if BodySlide is part of the issue, but I can't find any way in Outfit Studio to control where the meshes build to in a batch build. If there's settings for it, then they aren't clearly labelled or easy to find. EDIT: This may be a bigger issue than just this outfit - I also have the Kibelius and Light Mage outfits installed, and they are also invisible. They have had no changes to their file/folder structure - just records copied from their original ESPs to my merged ESP.
Andy14 Posted November 27, 2018 Posted November 27, 2018 Just now, JustCaroAnon said: BodySlide is still outputting it with the same filename as the default prisoner clothing (prisonerrags_f_0/1.nif) and into the original location, There you have your answer.;) Open the project of the originals in OS. Save the project and give a (your) a new path. It might be advisable to use a new project name and to "use it"
yatol Posted November 27, 2018 Posted November 27, 2018 6 hours ago, JustCaroAnon said: The slots aren't the issue - it equips fine, it's just invisible in-game. And it makes the entire body invisible - head, arms, etc. are still visible. (I would post a screenshot but my gaming rig currently doesn't have Internet access.) I used the original ESP's override record for the default prisoner clothing (Ragged Trousers or something) but copied as a new record into my own merged outfits ESP, so I didn't touch the slots or any of that - just the EDIDs and the mesh filepath in the ArmorAddon. of course the slots are the issue.... as for why or whatever.... there's over 9000 topics about that https://www.google.fr/search?source=hp&ei=2Z79W__AC8n8sQHh6pDQAQ&q=skyrim+invisible+body&btnK=Recherche+Google&oq=skyrim+invisible+body&gs_l=psy-ab.3..0i19l2j0i22i30i19l8.614.6820..7035...6.0..0.112.2419.25j3......0....1..gws-wiz.....0..0j0i131j0i22i30j0i13j0i13i30.1qcq-avoYV8
JustCaroAnon Posted November 28, 2018 Author Posted November 28, 2018 13 hours ago, Andy14 said: There you have your answer.;) Open the project of the originals in OS. Save the project and give a (your) a new path. It might be advisable to use a new project name and to "use it" I'll try this, thanks for the tip - I've not had OS ask me for the mesh output location before when saving, but I guess it's because I was just using save instead of 'save as'. Though, I did also discover in OS that there's a reference body in with the pants from the CBBE-HDT Ragged outfit (but not the top) and on checking the Nexus page it looks like it's the author's custom body, not a standard CBBE-HDT body. I seem to remember a while ago that leaving a reference body in with the outfit can be a problem, but I haven't been able to find out why before and I have a feeling it's more to do with outfits that don't show skin than those that do (so I left the baseshape as it was). The only other thing I can think of with Light Mage and Kibelius is that it's some kind of problem with the world models in the ArmorAddon. They only have a female world model - and I've discovered a couple of times that during character creation, for some reason, it's not being picked up that my character is female (since the default starting char is male, and I usually start there and then do showracemenu once all mods are finished with setup). I wouldn't think that would result in an invisible body bug, but I don't usually have this much trouble with new outfits so I've never had to find out.
JustCaroAnon Posted December 3, 2018 Author Posted December 3, 2018 An update: I've been able to get the combined Ragged outfit and the top working in-game, though with significant clipping issues. Light Mage has suddenly started working, but the Kibelius dress is not - however, I suspect in the case of the latter that it may be an issue to do with Sisterhood of Dibella. I'm going to see if I can edit that mod's outfit records so I can access its outfits instead of trying to replicate them, as that seems much easier to do. The CBBE-HDT Ragged topless pants are still not working, *but* I've discovered that VOBS has an option that more-or-less replicates this outfit as the 'Prisoner Rags' and works in-game.
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