drygg49 Posted September 9, 2022 Posted September 9, 2022 I had this weird problem show up that I ran into first time. None of the edited parts or features show up in game, but they do show in the overwritten mesh file. If for example I remove blocks or edit glossiness on armor or body. How ever if I bring a file from my previous skyrim installs to the game, the edited features show up in game. But NOT if I edit them again. I just find this really weird; If I bring for example 2 old bodyfiles with 1 glossiness 999. and other just plain 0. The glossiness shows up on the "old edited one" and the other one ofcourse shows up just non-gloss like it should. But if I edit the exactly same (specular etc.) values to the non-gloss body I just brought, it doesnt show up. Even if I overwrite and it shows the edited values inside the nifskope. I've run Nifskope as admin and given permission in all folders to Skyrim and Nif and even bodyslide. I have to say that I'm really novice to modding, but I've always followed the guides on how to do simple tricks like editing the shaderproperties and I've done this on multiple installs and it has always worked. if anyone takes notice, thanks
traison Posted September 10, 2022 Posted September 10, 2022 I get the feeling these's a more fundamental problem here. I mean first of all, are you using MO2 as your mod manager? Going to assume you are. If I'm understanding this correctly, you have 2 meshes (nif files) that work as expected, until you edit one with NifSkope. I assume you placed the nifs in the overwrite folder since you didn't mention creating a mod folder for them. That could for instance mean that you've set NifSkope to dump all changes into a specific mod (or MO2 decided to do this). This results in your unchanged files always overwriting all changes you make with NifSkope. If this is not correct then I'm going to need more info. Where exactly are the nif files? What is the load order relevant to this? Anything overriding the nif files?
drygg49 Posted September 11, 2022 Author Posted September 11, 2022 On 9/10/2022 at 11:04 AM, traison said: I get the feeling these's a more fundamental problem here. I mean first of all, are you using MO2 as your mod manager? Going to assume you are. If I'm understanding this correctly, you have 2 meshes (nif files) that work as expected, until you edit one with NifSkope. I assume you placed the nifs in the overwrite folder since you didn't mention creating a mod folder for them. That could for instance mean that you've set NifSkope to dump all changes into a specific mod (or MO2 decided to do this). This results in your unchanged files always overwriting all changes you make with NifSkope. If this is not correct then I'm going to need more info. Where exactly are the nif files? What is the load order relevant to this? Anything overriding the nif files? I'm using NMM Community edition. I think I might have been bad at explaining what i've done. But yes I haven't created a mod folder, I've just basically edited the files where they stand in the data/meshes. About load order overwriting, I've had all these same mods for all the installs and there shouldnt be anything touching the female body meshes, but I might be wrong. This same thing goes for all armors as well. I just realized that on this install, building meshes through bodyslide doesn't change anything either. I let it overwrite the nif just as I've always done, but no change in armor to the new preset.
traison Posted September 11, 2022 Posted September 11, 2022 I'm not that familiar with NMM, switched out of it very quickly after having some major issues with it way back in the early days of skyrim. Back then I recall it was using either symbolic- or hard links to install mods. It is possible that you've created yourself an unintentional overwrite folder here (a concept from mo2) by severing the links so to speak. As an example, if you were to manually copy files into the skyrim data directory, you'd most likely prevent nmm from placing a link there with the same name and path. Hard links can be broken for instance if a program was used to edit a file outside of nmm, and when saving it instead of writing into the existing file instead removed the existing one and wrote changes into an entirely new file with the same name. It will appear identical in Windows, however on a technical level it is now an entirely different file and thus again blocking nmm from creating a new link with the same name and path. Symbolic links are easier to detect, but there are tools for detecting hard links as well. However in this case I'd probably recommend you use some kind of "rebuild" function in nmm (assuming it has one). Failing that, rename your current data folder, create a new one and move all the vanilla stuff over (or verify game files with steam). Then let nmm rebuild its links. But again, I have very little experience with NMM/Vortex. Make sure you know what you're doing, or at the very least create backups to fall back on.
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