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Anyone knowledgeable with TES5Edit that can help me use the Alternate Textures function?


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Posted

I've learned xEdit pretty much entirely by trial and error, but I'm stuck here.

Under Armor you can add an alternate texture set. I thought this might be a nice way to add a light version for the armor mashup I made, instead of changing models and creating a bunch of files that'd essentially be the exact same thing just for a different texture I could just do it from here. So I made a Texture Set with the same structure as the textures the models all normally use, only changing the color .dds file. I then added this texture set and I bumped into 3D Name and 3D Index. Going into nifskope I saw the name of the 3D shape I was aiming to change was called outfit and that it was number 1 on the list, so Index would be 1 and Name would be outfit.

 

post-196669-0-48950300-1483238854_thumb.jpg

Thing is, this doesn't seem to work. Ingame the model is fine and displays properly, just without the textures. I thought for a sec I was just adding alternate textures to the ground model, but it didn't change. In thinking that I saw that there was an ArmorAddon aswell that I could add alternate textures to and change, but this didn't seem to fix it either.

Does anyone know what I'm missing?

Posted

armor it's the thing in your inventory (and that alternate texture is pick for the preview when mouse is on the armor)

 

copy paste as new record armor to armorred

copy paste as new record armoraddon to armoraddonred

copy paste textureset as new record texturered

give texturered for meshes that use texturered (first mesh is 0, then 1, 2, 3...)

give armoraddonred to armorred

 

if there's a female or male skin texture, game will load that for all meshes that have vertex colors in that nif

 

Posted

armor it's the thing in your inventory (and that alternate texture is pick for the preview when mouse is on the armor)

 

copy paste as new record armor to armorred

copy paste as new record armoraddon to armoraddonred

copy paste textureset as new record texturered

give texturered for meshes that use texturered (first mesh is 0, then 1, 2, 3...)

give armoraddonred to armorred

 

if there's a female or male skin texture, game will load that for all meshes that have vertex colors in that nif

 

Hey thanks that did it. Time to like do it for every single armor, then I gotta add some upgrading recipes but that should be easy compared to this. Thanks again buddo

  • 1 year later...
Posted
On 1/1/2017 at 2:13 PM, meme supreme said:

 

Hey thanks that did it. Time to like do it for every single armor, then I gotta add some upgrading recipes but that should be easy compared to this. Thanks again buddo

So what was the right number to enter?

  • 1 (the number left of the 3D Name in nifskope?
  • 0, 1, 2, 3 (strictly in sequential order without skipping and regardless of what's in nifskope?)
  • 8 (the number to the right of the 3D name in []) ?

 

Edit: Seems to be the mesh order, starting from 0. But not sure why it's not working on the first person alt textures (specifically the gloves and part of the torso armor that covers the forearms).

 

I've wasted so many hours on trying to figure this out, and it looks like maybe it's an engine issue.

https://forums.nexusmods.com/index.php?/topic/481362-armamo5s-field-not-workingnonexistent/#entry3937937

 

I want my wasted time back :frown:

Posted
On 3/25/2018 at 12:20 AM, nanashi50 said:

So what was the right number to enter?

  • 1 (the number left of the 3D Name in nifskope?
  • 0, 1, 2, 3 (strictly in sequential order without skipping and regardless of what's in nifskope?)
  • 8 (the number to the right of the 3D name in []) ?

 

Edit: Seems to be the mesh order, starting from 0. But not sure why it's not working on the first person alt textures (specifically the gloves and part of the torso armor that covers the forearms).

 

I've wasted so many hours on trying to figure this out, and it looks like maybe it's an engine issue.

https://forums.nexusmods.com/index.php?/topic/481362-armamo5s-field-not-workingnonexistent/#entry3937937

 

I want my wasted time back :frown:

What armor is it that you're trying to apply this to? You can probably fix this by setting the 1st person model to reference the same mesh as the third person one (as opposed to trying to apply alternative textures to a unique 1st person mesh).

Posted
5 hours ago, Siegmeyer said:

What armor is it that you're trying to apply this to? You can probably fix this by setting the 1st person model to reference the same mesh as the third person one (as opposed to trying to apply alternative textures to a unique 1st person mesh).

I was applying the third person mesh. The whole problem is it's for a follower mod that includes armor, so its meshes have a custom texture path. I made a UUNP Bodyslide conversion for the original armor the follower is using but I don't care to manually update the texture paths in every single mesh since it'd be too tedious to do that every time I rebuild the meshes. That's why I modded the follower ESP to use alternate textures.

 

If the mod had first person meshes, I would use that since rebuilding those don't matter that much. But it doesn't so all there is to use is the third person mesh. Unfortunately the alternate textures for the first person model field don't work correctly.

Posted
9 hours ago, nanashi50 said:

I was applying the third person mesh. The whole problem is it's for a follower mod that includes armor, so its meshes have a custom texture path. I made a UUNP Bodyslide conversion for the original armor the follower is using but I don't care to manually update the texture paths in every single mesh since it'd be too tedious to do that every time I rebuild the meshes. That's why I modded the follower ESP to use alternate textures.

 

If the mod had first person meshes, I would use that since rebuilding those don't matter that much. But it doesn't so all there is to use is the third person mesh. Unfortunately the alternate textures for the first person model field don't work correctly.

Edit the texture paths in the bodyslide nifs rather than the armour nifs, which should then carry over when you rebuild them in bodyslide.

Posted
11 hours ago, Varithina said:

Edit the texture paths in the bodyslide nifs rather than the armour nifs, which should then carry over when you rebuild them in bodyslide.

I guess that's also another option. Would be tedious to do but it'd only need to be done once. It's for BTRH followers (the older version before he started making them look young). I'd have to take the Light Elven Armor bodyslide I made and then make two more sets (one for Ellie and another for Nei).

 

Either way, I edited the ESP already and just left the 1st person model fields blank. Maybe it's b/c I'm using Enhanced Camera but it's using the third person model info for the arms in first person so it's working for now. Not sure if it'd work for others if they weren't using Enhanced Camera though.

Posted
1 hour ago, nanashi50 said:

I guess that's also another option. Would be tedious to do but it'd only need to be done once. It's for BTRH followers (the older version before he started making them look young). I'd have to take the Light Elven Armor bodyslide I made and then make two more sets (one for Ellie and another for Nei).

 

Either way, I edited the ESP already and just left the 1st person model fields blank. Maybe it's b/c I'm using Enhanced Camera but it's using the third person model info for the arms in first person so it's working for now. Not sure if it'd work for others if they weren't using Enhanced Camera though.

The equipment slots for Body, Hands, Forearms, Rings, and a couple others maybe are flagged to show up in 1st person camera view by default within the race records. So no, you don't need a mod like Enhanced Camera. If the armor has any of those slots utilized by the mesh, it will display those parts in 1st person. I'm honestly not sure why some vanilla armors have separate 1st and 3rd person models; it might be a performance thing, since 1st person models tend to only be a pair of arms rather than the full body, so it's easier on system hardware to render that than the third person mesh. 

Fun fact: you can actually modify the race records to display more items in 1st person if you so wish. I did this with the "dwarven arm gun" mod; I changed the equip slots so you can wear them in both hands at once, and I had to add an extra equip slot to the first person display for each playable race in order for it to show up in first person. I imagine this is something that mods like Enhanced Camera do, enabling more body parts to be shown in 1st person than is in vanilla.

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