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[Solved] I need help with Bodyslide Outfit Studio please 🙏


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Posted (edited)

Hello, I'm adapting a cool armor for HIMBO: Grandmaster Ursine Armour HDT SMP SE and while it seems that the conversion has been successful, apparently one of the parts has a texture problem that I can't understand and that's why the heavy curiass is what results in a completely dark color while the light version seems correct. Is there anyone with experience in this topic who knows what I'm doing wrong?

 

Light Armor  

FCFnhg9.png

 

Heavy Armor 

 

FCFnwJe.png

 

And even the physics of the skirt works "well", it's just the problem of the ruined color in the heavy version

 

FCFVYOJ.gif

 

Colors are displayed correctly in Bodyslide and Outfit Studio.

FCFjP3B.png

 

I would appreciate any help you can give me, thanks in advance 🙇

Edited by 深淵の神
Posted

The problem is not quite clear. Do you have a separate bodyslide for the dark cuirass? Or do you have one shape for all the cuirass colors? If one, then this is not a problem with the bodyslide, but with the entries in the ESP. Perhaps there are texture sets there and they are not distributed correctly. In general, this needs to be worked on in CreationKit.

Posted

Alternate texture files in the esp ? If so check the table.

It happens sometimes on conversions the it points to a wrong entry resp. wrong dds.

Like it was 1 before and the dds is at 2 now in the table.

Posted

I assume that light and heavy version use different nifs, so open them both (nifs that serve as source for bodystudio outfit or its part (torso piece) that has screwed lighting, those from BodySlide\ShapeData\... - not output ones from meshes directory) in nifscope, find shaderLigningProperty and compare flags in both its properties called Shader Flags 1 and 2 - simple ALT-TAB should suffice to spot the differences. If any found, correct them...

Posted (edited)

 

Thank you for responding to my request.

 

2 hours ago, danna233 said:

The problem is not quite clear. Do you have a separate bodyslide for the dark cuirass? Or do you have one shape for all the cuirass colors? If one, then this is not a problem with the bodyslide, but with the entries in the ESP. Perhaps there are texture sets there and they are not distributed correctly. In general, this needs to be worked on in CreationKit.

 

The armor uses the same piece with different "tint" options, I guess the problem may lie in the ESP then. I remember having a similar problem with some old conversions I made for Coco clothing mods. I solved the problem by moving the reference in Outfit Studio at the end so that each part of the outfit would be in the "3DIndex" order it originally belonged in the mesh. That solved my problem back then; it doesn't work in this case.

 

2 hours ago, Tlam99 said:

Alternate texture files in the esp ? If so check the table.

It happens sometimes on conversions the it points to a wrong entry resp. wrong dds.

Like it was 1 before and the dds is at 2 now in the table.

 

I have opened the mod with CK and I cannot find any error in the distribution of textures as shown in the images.

 

FCByQ7j.png
FCByLdb.png

 

Do you have any idea where exactly I can look? Thanks

Edited by 深淵の神
Posted (edited)
1 hour ago, PippinTom said:

I assume that light and heavy version use different nifs, so open them both (nifs that serve as source for bodystudio outfit or its part (torso piece) that has screwed lighting, those from BodySlide\ShapeData\... - not output ones from meshes directory) in nifscope, find shaderLigningProperty and compare flags in both its properties called Shader Flags 1 and 2 - simple ALT-TAB should suffice to spot the differences. If any found, correct them...

 

Thanks for the suggestion, I've checked just as you said in each BSLightningShaderProperty of the set, there doesn't seem to be anything different in the heavy set.

 

FCByP1e.png

 

It may be nothing but is it normal for one set to be higher than the other?

 

FCByiru.png

Edited by 深淵の神
Posted (edited)

I have uploaded the conversion I made in case someone with more talent THAN ME* can resolve any color conflict with the heavy curiass

 

Grandmaster Ursine Armor HIMBO.rar

Edited by 深淵の神
I hadn't realized how I'd responded to the message; the phrase seemed like that of an ungrateful jerk. I'm the talentless person
Posted

If you have different nifs for light and heavy armor, then everything should be simpler. Open the heavy armor nif and look at the textures attached to the shape. Open the texture folder and check the correspondence. Study the texture folder, maybe there was an error there initially. If everything corresponds, then you broke the UV maps

 

543.png

Posted (edited)
14 hours ago, danna233 said:

If you have different nifs for light and heavy armor, then everything should be simpler. Open the heavy armor nif and look at the textures attached to the shape. Open the texture folder and check the correspondence. Study the texture folder, maybe there was an error there initially. If everything corresponds, then you broke the UV maps

 

543.png

 

Hi, I've checked the relationship between the textures folder and the meshes and everything seems to be in order. Now I simply think the problem really lies in the ESP, although I still can't find where the problem lies. Maybe it's necessary to remove all the optional textures in the ESP and only leave the basic ones, since in the end I'm not interested in the other colorful versions (I think I can do that at least.). As for the UVs, they also seem to be in order. Thanks for the suggestion.

 

FCv3ca2.png

Edited by 深淵の神
Posted
15 hours ago, 深淵の神 said:

It may be nothing but is it normal for one set to be higher than the other?

 

I don't think it's in any way relevant to textures/mapping issue.

Posted (edited)

Well, you probably can. But you need to look at it in SSEEdit, it's more clear there. Open the problematic model and see if texture sets are used (you need alternative ones), if so, their names will be there. Then you can open CK and find the texture sets tab (not in armor, it's separate), find your texture set (you've already looked at its name in SSEEdit) and see what's attached to what. Usually texture sets are distributed - sleeves, legs, skirt, etc., if the distribution order is wrong, just restore it. Sorry if my meaning is a little unclear, I don't speak English.

Edited by danna233
Posted (edited)

 

5 hours ago, PippinTom said:

 

I don't think it's in any way relevant to textures/mapping issue.

Yeah, it's simple silly haha

 

 

In the end, I started the entire conversion from scratch with that piece, and now it just worked. Voodoo magic or something, at least I finally solved the problem.

Thanks @PippinTom @danna233 @Tlam99 for having shared some time to try to assist me

 

FC6IegR.png

 

Here I leave the correct conversion for HIMBO in case anyone in the community is interested.

 

Grandmaster Ursine Armor HIMBO Fixed.rar

 

Thanks again for your time! ✌ 

 

EDIT: I remember that in the past you could close the topic and declare it solved, does that function no longer exist? Anyways...

Edited by 深淵の神
Posted

+1 for not simply giving up ; )

 

1 hour ago, 深淵の神 said:

I remember that in the past you could close the topic and declare it solved, does that function no longer exist? Anyways...

 

I always thought that it is done by simple edit to topic's title...

  • 深淵の神 changed the title to [Solved] I need help with Bodyslide Outfit Studio please 🙏

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