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Broken Khajiits


Manwiltaman

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There is weird problem with Khajiit males. They have properly replaced meshes, but their texture looks like mix of Khajiit and Imperial. Bug affects whole body not counting head (Hands and Feet too. ). Most of fur texture is misplaced and there is even female Khajiit chest texture on the left side of male's torso.

 

I had this bug many times before and I think, that I have seen others having it as well but I never was able to fix it or find any forum talk about it.

 

I'm using both HGEC and Robert's Male Replacer. I have Steam version of the game. I'm using archive invalidation function in NNM.

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This issue is caused by the Vanilla game (i.e. Oblivion.esm) using one and the same texture file for the feet of "both" genders of Khajiiti, namely "footmale.dds".

Now after introduction of body mods, making it so the "foot" slot textures are used for full-body coverage, both Khajiit genders will have the exact same skin textures, the ones from the male body mod.

 

HGEC/Exnem doesn't come with an ESP of its own, thus it sticks to the Vanilla defaults and replaces "footmale.dds" with the "female" Khajiit body textures. This messes up the males, if they stick with Vanilla bodies.

Robert's Male now, however, works around this issue by introducing an own ESP making it so the male Khajiiti use "RTfootmale.dds" instead, and "footmale.dds" is free to be used for the females, i.e. in HGEC.

 

BUT, certain other race or cosmetics mods "also" come with their own ESPs to set up texture paths for the Vanilla races. And the rule of one in Oblivion modding dictates that only the ESP loading last will have its changes persist. Oblivion does not even differ between the genders when it comes to this. If the body mod's ESP never touched the female paths, they'll still be reverted back to the game's Vanilla defaults, just as they were when the ESP was created in the CS.

 

There is a way to overcome this problem, which is by proper use of Bash Tags and the Bashed Patch feature from Wrye Bash. This can mark the ESPs from male body replacers so only their male texture paths will be preserved and ESPs from female replacers so it's the same with only the female paths from them, and in the end Wrye Bash will merge it both together into the patch, ending up with the male paths from the male replacers and the female paths from the female replacers preserved and none else.

 

There's also Kahjiit Fix mods available in abundance, if you just quickly search for this term. But still, those, too, come with an ESP, and this ESP also has to "survive" your load order, which is best achieved by use of the Bashed Patch.

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This issue is caused by the Vanilla game (i.e. Oblivion.esm) using one and the same texture file for the feet of "both" genders of Khajiiti, namely "footmale.dds".

Now after introduction of body mods, making it so the "foot" slot textures are used for full-body coverage, both Khajiit genders will have the exact same skin textures, the ones from the male body mod.

 

HGEC/Exnem doesn't come with an ESP of its own, thus it sticks to the Vanilla defaults and replaces "footmale.dds" with the "female" Khajiit body textures. This messes up the males, if they stick with Vanilla bodies.

Robert's Male now, however, works around this issue by introducing an own ESP making it so the male Khajiiti use "RTfootmale.dds" instead, and "footmale.dds" is free to be used for the females, i.e. in HGEC.

 

BUT, certain other race or cosmetics mods "also" come with their own ESPs to set up texture paths for the Vanilla races. And the rule of one in Oblivion modding dictates that only the ESP loading last will have its changes persist. Oblivion does not even differ between the genders when it comes to this. If the body mod's ESP never touched the female paths, they'll still be reverted back to the game's Vanilla defaults, just as they were when the ESP was created in the CS.

 

There is a way to overcome this problem, which is by proper use of Bash Tags and the Bashed Patch feature from Wrye Bash. This can mark the ESPs from male body replacers so only their male texture paths will be preserved and ESPs from female replacers so it's the same with only the female paths from them, and in the end Wrye Bash will merge it both together into the patch, ending up with the male paths from the male replacers and the female paths from the female replacers preserved and none else.

 

There's also Kahjiit Fix mods available in abundance, if you just quickly search for this term. But still, those, too, come with an ESP, and this ESP also has to "survive" your load order, which is best achieved by use of the Bashed Patch.

 

Well thank you...

 

But I don't seem to understand. I tried to use Wrye Bash but I don't know, how to create bashed patch and I can't find any tutorial. Second thing - as you said Male replacer has .esp file and female hasn't. If so - how do I merge them?

 

I'm too stupid for this I think. Just tell me, what should I click after opening Wrye Bash okay? Or if it's diffrent for everyone - please try to describe what should I do with slighty more detail.

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Well, that's completely okay, and it isn't stupid, if there's just things you don't know or immediately understand.

 

The thing is, we will most likely need at least a list of the mods you're also using and/or your load order. Robert's Male and HGEC "should" be working fine together, if on their own, as like you said the one does have an ESP, the other doesn't, and the one's ESP makes it so the other will also work right. So as you are still encountering this issue regardless, you must be using more than only those two, and one, or more, of this is messing up the results at the end of your load order.

 

As for how to create a bashed patch, most critical mods' ESPs will already be pre-tagged correctly with their according Bash Tags. The load order auto-sorter tool BOSS will even add missing tags, as the community found them appropriate in its accumulated load order list. I don't know much about its successor LOOT, or if it also introduces missing Bash Tags as needed, but LOOT was also very often reported as not producing the perfect load orders for Oblivion mods, so using BOSS instead would anyways not be such a bad idea.

 

Given that the ESPs requiring it have the proper Bash Tags at the head of their descriptions alright, the next step necessary is to locate the file "bashed patch 0.esp" (or a similar name) inside the load order that you see on the Plugins tab in Wrye Bash. If you right-click that one, there's an option in the pull-down menu "recompile bashed patch" (or similar, my memory's lacking), which, if you click it, will open a menu which at first looks very intimidating, but in most cases you can just leave everything at its defaults anyways. In this menu you can fine-tune most of the features the bashed batch is going to introduce in the end, select which race or cosmetic mods should be included in the merge, configure convenience features like reducing weight of certain item types, make it so all upperbody and/or robe items will no longer hide amulets, gloves will no longer hide rings, etc. etc. Wrye Bash truly is a Swiss Army Knife tool for Oblivion modding.

 

Once you told it to recompile the patch, it will do that completely automatically, and the resulting file will replace the existing "bashed patch 0.esp" (or similar). Then only take care the bashed patch will always load last, at the bottom of your load order, unless instructed otherwise by certain other mods you use, and your modded game should be correctly set up.

 

In case you need more references, here's the Wrye Bash mod page itself and a Pictorial Guide to get you started.

 

 

I hope this helps out at least a little already. Don't be intimidated, if things sound too complex or difficult at first. Modding really isn't rocket science, but there's lots and lots to get to know. Always keep in mind none of us possessed our knowledge of today right from the start. All of us learned it all ourselves one thing after the other along our way. And those of us who learned a lot luckily often feel an urge to share what they know. The people around here for instance are oftentimes really happily giving, if you just ask.

 

But now excuse me, I'm afraid I can't be of much more help for today. It's my birthday tomorrow and I need to be up soon for a brunch with family and friends... oh, and then there's also Christmas, of course.

Well, Merry Christmas and Happy Seasons, or whatever it is you're celebrating these days! :thumbsup:

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  • 2 weeks later...

Well sorry. I forgotten 'bout started topic. I was able to fix the problem. Ironically the .esp file that was causing trouble was named "Khajiit Fix". It came from hgec stock replacer and I activated it accidentally thinking, that it was nessesary to make mod launch properly. I still have created bashed patch hoever, cuz there were lots of textures, that didn't want to load (Black clothes, buildings and fully white menu textures. ).

 

Whatever

 

Thank you for help. Game works perfectly now. I was modding Morrowind, Oblivion and Skyrim lots of times but this is for sure first time, when there are no bugs and game does't lag.

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