深淵の神 Posted June 16, 2025 Posted June 16, 2025 (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 ✅ Heavy Armor ❌ And even the physics of the skirt works "well", it's just the problem of the ruined color in the heavy version Colors are displayed correctly in Bodyslide and Outfit Studio. I would appreciate any help you can give me, thanks in advance 🙇 Edited June 16, 2025 by 深淵の神
danna233 Posted June 16, 2025 Posted June 16, 2025 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. 1
Tlam99 Posted June 16, 2025 Posted June 16, 2025 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. 1
PippinTom Posted June 16, 2025 Posted June 16, 2025 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... 1
深淵の神 Posted June 16, 2025 Author Posted June 16, 2025 (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. Do you have any idea where exactly I can look? Thanks Edited June 16, 2025 by 深淵の神
深淵の神 Posted June 16, 2025 Author Posted June 16, 2025 (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. It may be nothing but is it normal for one set to be higher than the other? Edited June 16, 2025 by 深淵の神
深淵の神 Posted June 16, 2025 Author Posted June 16, 2025 (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 June 17, 2025 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
danna233 Posted June 16, 2025 Posted June 16, 2025 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
深淵の神 Posted June 17, 2025 Author Posted June 17, 2025 (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 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. Edited June 17, 2025 by 深淵の神
PippinTom Posted June 17, 2025 Posted June 17, 2025 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.
danna233 Posted June 17, 2025 Posted June 17, 2025 (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 June 17, 2025 by danna233
深淵の神 Posted June 17, 2025 Author Posted June 17, 2025 (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 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 June 17, 2025 by 深淵の神 1
PippinTom Posted June 17, 2025 Posted June 17, 2025 +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 Posted June 17, 2025 Author Posted June 17, 2025 1 hour ago, PippinTom said: +1 for not simply giving up ; ) I always thought that it is done by simple edit to topic's title... Thanks, done
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now