probablyapker Posted June 28, 2014 Posted June 28, 2014 I am attempting to use two completely different armor replacers. The first being: http://www.nexusmods.com/newvegas/mods/38524 And the second being : http://www.nexusmods.com/newvegas/mods/45505/? However my players body is Skinny 6 - http://www.nexusmods.com/newvegas/mods/36206/? I want to add type 3m clothing as well - www.nexusmods.com/newvegas/mods/44711 for particular armors is there any type of work around to make the .esp only replace particular armors? If so can you link me a guide or inform me on how to achieve this? When I attempt to do this on my own I end up breaking new vegas and having to reinstall all of my old textures and delete the esps. Is this even possible?
RitualClarity Posted June 28, 2014 Posted June 28, 2014 I am not sure however ... If my understanding is correct you would have to create an esp with these items you want in it. In otherwords create a mod with these resources (along a different path file wise - perhaps in a folder naming the mod) and then you should be able to use them as during the process you would create both an formid and a seperate path so that the game can both "see" a different item and that item won't be overwrote when installing other mods. Explanation: If you were using armors that weren't re placers you could merge them together provided that the mod(s) were only armors. In this case the "armor re placers" don't have an esp. The process of "re placers" are to actually replace the files in the game with loose files and overwrite the originals. (same path) The issue you are experiencing is any time you use another re-placer you are overwriting the previous one installed. New formid and path will allow the safe use of the various mods. You will have to learn the GECK and how to import items into the game, import them and create appropriate itemid/formid etc. That was the bad news. The good news is you can then use this new esp you created to merge other armor mods into it and lower the plugins # you have and still have the tasty armors and equipment you wanted Do not merge any mods with scripts, quests, or other things. Only equipment and world items. That being said it would still be a best practice to just create a new record and import the textures, meshes and sounds you wanted into your new ESP anyway. Keep the garbage out easier that way. edit: In case you were wondering how I know or at least believe I know.. I have read a lot on this matter because I want to do the same thing you want to do. Then I wanted to use the tools to change the armors to the body I wanted to prevent the alteration of body shape that happens when you use different armors designed for different bodies or worse bad clipping when the armors don't include the body .
Guest Posted June 28, 2014 Posted June 28, 2014 esp doesn't replace, esp adds. If it's a vanilla replacer, it only has Data\textures and Data\meshes, you don't need anything else. If you find an esp on a replacer, it means it adds other armors that are not present in vanilla
Halstrom Posted June 28, 2014 Posted June 28, 2014 Pretty much 99% of armor mesh used in NV replaces the body at the same time, so if you have a Skinny nude body and you wear a T6M outfit your body will look T6M till you strip naked or vice-versa.
probablyapker Posted June 29, 2014 Author Posted June 29, 2014 So far I have managed to break my game by activating all of the esp's from the mods at the same time and losing the file I created with the desired individual armor files from each mod not conflicting eachother. So.... take two :/
RitualClarity Posted June 29, 2014 Posted June 29, 2014 If you are using the GECK and need to active the esp/esms more than one at a time you need the GECK power up and set that up. Then you can activate mulitiple esps. I have done that in testing before. http://www.nexusmods.com/newvegas/mods/41642/? I beleve Halstrom has a tutorial on this somewhere around here on how to install this and get it up and running if you need more assistance. It has been a while so I don't remember so well .. there are a few complex steps to get it working properly.
Guest Posted June 29, 2014 Posted June 29, 2014 I probably can't see exactly what you are trying to achieve, but I think using multiple esps is still taking the hard path. - Install body by race - Use Player Race so that you will have a custom race - manually replace Player Race files with type 6 skinny - Install Izumiko files (meshes and textures, no esp) over the ones you want to replace
probablyapker Posted June 29, 2014 Author Posted June 29, 2014 The main problem with taking that route is the fact that some of the meshes I install are being over written due to the .esp's so I essentially have to create my own .esp file and re - write the paths so that the game understands I want certain meshes to be "replacers" instead of "add - ons". However when I attempt to create a new .esp file I managed to delete all of the wanted replacers when I drag/dropped all of them into fallouts data folder instead of copy / pasting, so when I tried to create a new .esp file there are so many different files. Another problem is I am using a custom race Desert succubus so I wasn't concerned with the custom race being changed just changing the armors all playing friendly so to speak. If I make a new esp it is going to call for the masters to be the .esps that I didn't want anyway so tbh I am having trouble figuring this all out. PS: I tried it the way you mentioned previously on the last go round before I even made this thread and some armors seemed to co-operate and some were custom meshes and mast of called for the .esp or something I have no idea but they all wouldn't appear in game.
Guest Posted June 29, 2014 Posted June 29, 2014 They are not overwritten by the esp, the esp probably simply changes path / name, you must identify the files and manually overwrite them, nifskope is mandatory for this. I never used body by race, but concerning the description it introduces different variations of vanilla armors, converted for different bodies, the esp should handle to distribute them to npc concerning their race. Their meshes are there, in many different files, so if you have nifskope you can open them one by one, identify which ones you want to replace, and manually overwrite with Izumiko's ones, changing the file name if it's not the same. It's a hard check / copy / paste work which must be handled one by one, manually, but at least it avoids you to touch the main BodyByRace esp on the GECK (which still could be a solution, open it and manual change the paths... it depends if you feel in the mood to do something like that)
probablyapker Posted June 29, 2014 Author Posted June 29, 2014 I have thought about your post for a while and tried to interpret it a few different ways. I deleted my entire mesh folder (besides the ones that weren't in the mods) and am going through and just placing in the replacers I want. I am not sure how this is going to work out, but, we will see i can manage it tomorrow.
Guest Posted June 30, 2014 Posted June 30, 2014 if the package was definetely smaller I would have already downloaded it, but I'm already downloading something that takes ages let's see if I can check it in the next days... In the meantime let me try to explain better what I was meaning, forgive my english... Quoting: Armor by Race add-on:This manually adds bouncing breasts clothes/armors to different npc's inventories. This means if you are playing as a curvy character and you pick up asian clothes they will not change to fit your body type.That said, this brings a great amount of variety to the wastelands and I hope you enjoy it. I have not played through the game to test this, so please let me know of any issues. This makes me assume that the armors were multiplied many times, changing their mesh to adapt to the different body types, and then redistributed to the npcs using the esp. For example, you have vanilla leather armor which is in a path like meshes\armor\leather\outfitf.nif or something like that (I'm going by memory) In BbR probably you will have many files of the same armor but adapted to different bodies, with many variations. OR you will have them in different folders, like leather1, leather2, leather3 etc. So (just an example) you probably will find something like this: meshes\armor\leather\outfit1f ...outfit2f ...outfit3f OR: meshes\armor\leather1\outfitf ...\leather2\outfitf ...leather3\outfitf etc.etc. The names are just an example, just to say they are different. Then, the esp handles the distribution of these new items to replace the original vanilla. Izumiko's files replace vanilla, they use original path and file name, so if you install them you probably won't see them with Body By Race esp active. So... Let's take meshes\armor\leather\outfitf.nif from Izumiko package and replace one of the BbR we don't like, like meshes\leather\outfit1f, changing properly the Izumiko file name so that it will overwrite the BbR file... I think it's the safest way, anyway it's just like I would do that.
probablyapker Posted June 30, 2014 Author Posted June 30, 2014 Hopefully this explanation will help you, help me. That way you hopefully wont have to download the mod. You have the basic understanding down as far as I can tell. The only difference in between your explanation and the way it works is that BbR actually makes its own path and doesn't even place any of it's files into the armor section of your mesh folder however it only overwrites the characters armor based on what callback the game get on your race. What I mean by this is that if you are playing a custom race (which I am) the game will always recognize it as Caucasian according to BbR. So the problem is the only other workaround is to change the race completely or delete BbR which essentially conflicts with the mods I am attempting to use, however I intend to use all of them together. So here in lies my problem... Option A: Delete BbR Option B: Slam my head into my desk repeatedly Option C: Try to figure out a more efficient work around for this while keeping BbR This is a weird thing but there are exceptions to the rule of the race changing the callbacks for BbR because sometimes custom armors wont be overwritten and it seems to only do that with particular armors not all of them which confuses me. I'll check back tomorrow to see what I can find. The reason I want to keep BbR is because it adds variety to the npc's in the wasteland which offer me a special reward upon their defeat so I would like to keep this as well as the other mods I mentioned.
Guest Posted June 30, 2014 Posted June 30, 2014 It makes its own path: ... OR: meshes\armor\leather1\outfitf ...\leather2\outfitf ...leather3\outfitf ... that one of the two solutions I wrote you, changing the file name or changing the path, because there are only these two ways to do that Well, you can change the armors you like to the ones used by caucasian race, or you can change the script so that if it won't recognize a race it will point to another race (the one where you will replace the armors, which is your option C). I don't see other solutions. What you can't do is pointing to some custom armors only for your race, unless you don't want to heavily modify and expand BbR to make your purpose, adding your own race, which is quite a pain. ... OR you can simply use custom items, putting them in some footlocker in Doc Mitchell's house, which is a pretty cheap (and cheat...) solution in my opinion. If some armors are not replaced, my guess is they are not part of some form lists checked by BbR, they are not recognized by it
probablyapker Posted June 30, 2014 Author Posted June 30, 2014 Alright It has taken me some time but I have it completed without any esp's like you mentioned and seems to be working as intended thanks for all of the help!
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