Chaser984 Posted August 1, 2023 Posted August 1, 2023 So I'm having a beast of a time with getting Kameleon Armor working properly in in Skyrim SE. I've asked for help on Reddit, but LoversLab is a great resource too, so here's my deal:Â Â In my never-ending quest to bring the best classic sexy armors into my SE installation, I've hit a roadblock. This time it's davjes's Kameleon Armor. I use the loose files download. I can get the .esp converted just fine. (No luck with the .esm.) The mod works to a point: the armors show up in the game, the color-change gimmick works. Â Things go wrong when I use Outfit Studio to fit the armor to the newer CBBE body and conform sliders. I'll boot up SE, equip an armor, and every converted variant will use the default "assassin" texture. Changing environments will cause the script to fire, you'll see the armor flicker as the script swaps meshes, in the player inventory you see the name of the armor change, but the texture does not change. Â What can I do to fix this?
RomeoZero Posted August 1, 2023 Posted August 1, 2023 (edited) if the problem just in textures - make sure your converted NiF files has the same texture path as in vanilla LE version [ BsLighting > BsShaderTextureSet > textures\armor name* ] Idk why u need "scripts" for armors though. Also test ground objects "_GO" meshes by dropping items on the floor, SSE version need collision meshes to be made as new ones for not making the game CTD. Edited August 1, 2023 by RomeoZero 1
Chaser984 Posted August 1, 2023 Author Posted August 1, 2023 7 hours ago, RomeoZero said: if the problem just in textures - make sure your converted NiF files has the same texture path as in vanilla LE version [ BsLighting > BsShaderTextureSet > textures\armor name* ] Idk why u need "scripts" for armors though. Also test ground objects "_GO" meshes by dropping items on the floor, SSE version need collision meshes to be made as new ones for not making the game CTD.  Thanks for giving me a path to follow.  The script is a gimmick of the mod that changes the worn armor to one of the included variants to match the environment. It's pretty cool.  The mod is structured so that all five variants of the armor are a single .nif are pathed to the variant textures. Somehow, when I convert the armor to match a new body in Outfit Studio, I'm breaking this path and the variant armors are given the default texture as a result. I just can't figure out where to look to correct or what steps I need to take to prevent it in the first place.
Chaser984 Posted August 2, 2023 Author Posted August 2, 2023 So it turned out the person I spoke with on Reddit was spot on. In Outfit Studio, the order of the meshes in the upper-right corner matters. If you preserve the mod author's order, everything works as-advertised.
Andy14 Posted August 2, 2023 Posted August 2, 2023 3 hours ago, Chaser984 said: So it turned out the person I spoke with on Reddit was spot on. In Outfit Studio, the order of the meshes in the upper-right corner matters. If you preserve the mod author's order, everything works as-advertised. The order is important because a TextureSet was assigned to the corresponding meshes in the ArmorAddon of the armor in the ESP/ESM. If the order in Outfit Studio gets mixed up, don't worry, because you can quickly correct it in the ESP/ESM at any time. 1
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