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Kendo 2's UNP Armor and Clothing Mesh Replacer Fixes


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Kendo 2's UNP Armor and Clothing Mesh Replacer Fixes

 

This is a fix for the broken UNP vanilla mesh replacers available at Nexus.

 

The armor and clothing meshes are not skimpy/skinny/animated/jiggly or anything else. They are basic replacers for every vanilla outfit that shows skin aside from Nocturnal's robe. That mesh is not a resource. Dawnguard and Dragonborn files are also available.

 

This mod fixes:

  • the NiTriShapes renames in the Nifs that were wrong. I switched them back to what they were originally in the vanilla Nifs so texture sets will work properly in the game and the CK.
  • the jacked Nif Num UV Sets and Has Normals values in the NiTriShapeData branch back to what they need to be. (1 and 0).
  • the texture file paths to folders that didn't exist, paths to Astrid's crispy body textures and paths to textures that no one has. I repathed all of the body part BSShaderTextureSet branches to what they need to be, and that is femalebody_1 and the support textures. Every nif (and I do mean every single fucking one) was WRONG.


I fixed all of that.

 


I also included a UNP foot fix as a separate upload, for those who want it.

 

Why do you need this?
You really don't unless:

  • you're tired of running out of memory and your game crashes because it is trying to process texture swaps that will never happen for every NPC in a cell.
  • you are tired of a cell loading and every female NPC there has mismatched body textures that look dark or like they absorb light.
  • you simply want UNP mesh replacers that are fixed. Another bonus is these fixes reduced most of the kb size of the nifs by about 200. The files sizes are smaller.


Something you might want to do on your own is go to meshes\actors\character\character assets in your data folder, open the femalebody_0 nif and rename the NiNode from whatever it is to FemaleBody_0.nif. Do the same thing for femalebody_1 and rename that NiNode to FemaleBody_1.nif.

 


You might also want to read this tutorial;
http://www.loverslab.com/topic/36114-do-it-dirty-fix-that-skyrim-neck-seam/
and start fixing the nifs you download before you install the mod they came with.

 

CREDITS:
dimon99
Exeter
Phigit
and ME for fixing everything that was fucked up.

 

UPDATED 23 December 2014
K2 UNP Replacer Meshes FIX_Dawnguard uploaded
K2 UNP Replacer Meshes FIX_Dragonborn unploaded

 

Effective 13 March 2016
I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled HERE. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material. This shall commence immediately, effective 13 March 2016.


  • Submitter
  • Submitted
    12/21/2014
  • Category
  • Requires
    UNP compatible body and textures.
  • Special Edition Compatible

 

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Thank you very much for sharing!

 

However I have two questions of understanding: If the texture path in the BSShaderTextureSet section points to non existing or wrong textures the game first "wants" to render these and then switches to the ones in the esp, so there is more rendering / performance stress on the machine, did I get you right there?

 

The second question is whether the NiNode names are important for game performance / stability or if this is "just" for reasons of doing the job in a decent way? I'm asking because I do a lot of conversions for a slightly reshaped Dream Girl body that I use and I want to do it the best way possible. I'm a bit of a compulsive neat freak, that's why I'm asking.

 

 

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@ratrace

Not a problem on the sharing.  I got fed up yesterday and fixed all of the nifs I had been putting off.  I had them all done so why not share?  I know I'm not the only one having problems with some UNP meshes.

 

Concerning the BSShaderTextureSets:

The game processes texture swaps on skin meshes for races.  So for instance, say in one cell you have an Imperial wearing FarmClothes01 and when you change cells there is a Wood Elf wearing FarmClothes01.  Imperials use the base texture set most human races use and Wood Elves have their own, so the game processes the swap, based on the file paths set for the race texture set.  The game is looking for specific paths and when it can't find them it assigns whatever is in the BSShaderTextureSets.  If the game is looking for the texture FemaleBody_1 but only finds a texture named FemaleBody it doesn't assign the swap and now the Wood Elf wearing FarmClothes01 has black or discolored skin.  The same thing would go for Argonians and Khajiits.  The game can only get it right so many times before it just gives up and crashes, usually at cell load.

 

Concerning NiNode and NITriShape names:

This only matters for clothing and armor that relies on texture sets for different variants.  For instance, there are two texture versions of the Black Smith clothes in the game but there is only one mesh in the BSA files.  The game uses one mesh and two texture sets, so if the blacksmith mesh has been modded and the NiNode and NiTriShapes renamed the game cannot do the texture swap for the outfit.  It would be looking for BlackSmithTorso and only find 'Dress' (or whatever the modder renamed it).  The swap couldn't be made so all of the black smith outfits would be whatever color is assigned in the nif.

 

The NiNode rename should not matter on clothing or armor, only the body when you're naked.  If you're not having any problems then there is no dire need to change it.  And I discovered Skyrim CAN process modded nifs with the NiNode named SceneRoot.  I have no explanation for this other than both Oblivion and the FO games also use SceneRoot so it might be a game engine legacy.

 

I hope this helps.  I'm not very good at explaining things.

 

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Thank you very much for this insightful answer. I think I'll have to do quite some work on the mods I'm working on.

 

I always thought that the texture paths in body meshes have no meaning at all except for the armor meshes. I always got them corrected if they were wrong in my own creations but I thought of that more like a measure of meticulousness. More than that, I know now what the texture swap in the CK is used for. Great!

 

Same goes for the NiNode and NITriShape names.

 

So bottom line really is to configure modded meshes exactly like they are in the vanilla game.

 

Again, thank you very much for sharing you knowledge. And your explanation was very easy to understand even though I'm not a native speaker.

 

 

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Note to all: I was looking through my old folders and I found the Dawnguard and Dragonborn UNP mesh replacers.  Those are also broken/done wrong.  There's only a few that show skin so I'm going to fix them and upload them here.  Even though I don't use those DLCs, there's no reason not to fix them since I know how and it's relatively easy for me...after fixing over 100 base vanilla mesh replacers.  :s

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Can you clarify what the foot fix is? Is that not related to armor?

 

Or is it a boot fix for Exeter's boot meshes?

 

 

Edit: Actually, I checked the file. Looks like the actual body mesh for the feet. Can you clarify what the problem is that this fixes?

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The feet Nif in the UNP download at Nexus has the NiNode naming the mesh 'phigit feet'.  That is wrong.  It needs to be footbig_1 to make the texture swap because that is what the game is looking for.  The NITriShapeData was wrong.  The BSShaderTextureSets were pointing to FemaleBody, FemaleBody_msn and FemaleBody_s.  Those textures do not exist and that makes NPCs fail to do the texture swap by race because the game is looking for FemaleBody_1 and not finding it in the nif when the TextureSets in the game search for it.

 

Everything in the vanilla game files is named what it is for a reason.  Would you open a script and start renaming things?  Would that script work as intended afterwards?  Meshes and textures are no different.

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