prinyo Posted April 10, 2016 Posted April 10, 2016 I'm still trying to figure-out how the new Material files fit into the big picture. Here is a mesh from the BodySwap mod: It has both bgsm and textures assigned. (The bgsm points to a clean shaven body, the hardcoded textures point to the default body textures which in my case are the Lumberjack ones.) It seems in the game the textures "win" - any outfit, created with this mesh will be shown using the default body texture and will ignore the bgsm). What is the point of assigning both of them? And most importantly - how do I tell the game to use the bgsm file instead of the textures without making an .esp? More specifically I'm a bit confused about how to deal with such meshes. When you equip a body created with the BodySwap mod in game it looks correct. So the mod is somehow enforcing the bgsm file to be used. I'm using the meshes from the mod in order to refit vanilla outfits. So I open the mesh (for example BSMaleUncircClean.nif ) in Outfit Studio and I see it has the correct bgsm applied (materials\TS\BodySwap\BSMaleUncircClean.bgsm) . However OS and the game itself show the body with the default body texture the way it is hard-coded as textures in the mesh (as shown in the screenshot). The Material Editor app can not open the bgsm files of BodySwap and I tried to make my own bgsm files. This didn't go well. It seems if I want to use the correct textures for a specific mesh I need to edit the mesh itself and completely disregard the bgsm files? Or delete the texures that are hard coded? And what is the point of having both bgsm and textures assigned in a mesh? Thanks!
prinyo Posted April 10, 2016 Author Posted April 10, 2016 Things get more mysterious for me :-) I've put one of the body meshes directly as an outfit. And I've changed the textures assigned to the mesh. So my basehumanmale textures are the Lumberjack ones. But I've assigned the mesh to use MaleCircClean textures and the bgsm is also BSMaleCircClean. However the game still uses the base textures... Ummm, what am I missing?
BlackShades Posted April 10, 2016 Posted April 10, 2016 -Body meshes use specific paths designated in the npc/race record. (not exactly, but there are subrecords pointing to materials like skinnaked armor/armor addons). -Material files overwrite whatever textures assigned in the nif. If a material file is assigned in the nif, you do not even need to assign textures. If textures is assigned, you do not need to assign a material file -No idea what the bodyswap mod is or does... Unique player/companions, uses the method of custom armor/armor addons for example.
prinyo Posted April 10, 2016 Author Posted April 10, 2016 -Material files overwrite whatever textures assigned in the nif. If a material file is assigned in the nif, you do not even need to assign textures. If textures is assigned, you do not need to assign a material file Yep But which one wins if both are assigned? And is it possible that the game is "caching" some of this (in the saves?) I'm running a small test with several outfits where I completely changed both the textures and the bgsm files for the bodies waiting to see if newly spawned NPCs in newly discovered locations will use them.
BlackShades Posted April 10, 2016 Posted April 10, 2016 When i say material files "overwrite" textures which one do you think wins? And no those things do not get saved. Already said that bodies depend on other things than the material and/or texture files assigned in the nif. It has always been so. Changing material files on anything else works as intended. FYI material files overwrite most anything that is in the nif including textures, shader flags, etc.
prinyo Posted April 10, 2016 Author Posted April 10, 2016 So the only way to do this is via an esp file. Thanks for your help! :-)
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