Jump to content

Removing specific texture files from mod


ainulaire

Recommended Posts

Hopefully someone can give me a direction where to go with this.

 

I downloaded Integration - A Stranded Light Integrated and played through it a bit before realizing that its resource pack completely clashed with OCO v2's eye textures. It makes the white of the eyes completely white in some cases, and really dark in others. Basically three of the eyes completely glowed - it looks awful in darker settings. I tried playing with no resource textures for a while as a compromise and the obnoxious missing mesh files drove me insane. I've double checked and it's definitely the resource pack of this mod that's causing the eye texture clash due to the amount of eye options it adds at character creation not playing well with OCO's set limit, I guess.

 

A 10 year old thread said that deleting the entire replaced texture file in the data set would cause Oblivion to regenerate a new one upon launching the game. I just ended up moving the entire eyes folder out and all I got was a pair of soulless black holes in my character and the horrid paper-white eyes on NPCs. So that didn't work.

 

I have TES4Edit open. I know the exact file names that are in conflict as WyreBash has listed them, but this is where my confusion starts. I'm comparing the FormIDs and EditorIDs of all of Integration's eye textures, and absolutely none of them match in names where the conflicts are being listed in WyreBash with either vanilla or OCO. They don't even exist in the forms (or names) WyreBash claims it does. Furthermore, I would think that editing my load order would cause Integration's eye files to be entirely overridden, but that doesn't seem to happen since these eyes definitely didn't glow like this before I got the mod.

 

I just want to disable all the human eye textures Integration added, but along with not finding the files with the matching labels I'm looking for, there's nothing easily labeled in TES4Edit that indicates I'm "turning off" a feature. I'm assuming I go to "Edit" and turn off eye textures as playable from 1 to 0 or something similar. I'm currently trying to see if I can compare OCO and Integration to find conflicts between the two of them, but all I've figured out is how to compare one mod to vanilla as opposed to comparing one mod to only one other mod.

 

So yeah, any insight from someone who has more experience than my measly six weeks of poking and prodding and reading and guessing would be greatly appreciated. Screenshots can be provided for more clarification. I didn't play vanilla Oblivion back as a teenager due to how bad the vanilla characters looked (and knew nothing of the world of mods), so this is of some importance to me, hah. Thanks in advance.

 

Edit: Discovered right clicking allowed me to uncheck all mods and select only a handful from there. When I looked for conflicts, the only conflicts named by TES4Edit were hair conflicts, of all things, rather than the eyes WyreBash flagged.

 

Another thing I forgot to mention is that if I don't make a bashed copy, I get all of Integrated's many eye options on the Race menu with NO glow, but I get these horrible black blocks for eyelashes on all characters (it looks like very thick eyeliner from a distance). Integrated is marked as a Graphics bash, but I took it off in my problem solving attempts. Rebuilding my mods in a bash brings back the six options of OCO, only with horrid glows on three eye types (even though I left OCO and integrated purposefully unmerged as I thought merging them was causing conflicts). This happens for both when Integrated is before and after OCO in load order. I have no idea why the eye types expand and work outside of a bashed patch, but eyelashes turn into ugly black blocks, and in a bashed patch, most of Integrated eyes don't show up and three eyes that do show up have a horrible white glow behind them. They're not even really being merged, so it makes no sense to me.

 

Any insight into making something work, whether it's deleting texture files in a mod or marking certain files with bash tags and leaving others unmerged, would be appreciated.

Edited by ainulaire
Link to comment
Share on other sites

You give no details on how you install ... info that will have some bearing on possible options for correcting the problem.

 

Some base level information on things.

 

For mods that conflict at the file and folder level (so both include exactly the same named file in exactly the same folder structure) install order controls what the game displays ... last installed wins, no contest.

 

For mods that edit the same item with ESPs load order wins ... lowest on the load order is what the game displays.

 

There is no way around the first situation other than changing the order you install both mods.

 

Load order is the primary tool for the second situation but bash tags offer another layer of possibility. In the simple example of a single conflict there is no utility added by bash tags ... where they come into play is the real world situation of multiple conflicts. Most conflicts can be resolved through a combination of load order and bash tags. Those that have conflicts and both mods use the same bash tags can present a situation where a manual patch is required to pull the desired winner from the mod that would have lost due to load order and put it into a patch ESP that loads last or lower if it maintains the bash tag (when two mods use the same bash tag then the lower load order rule applies again).

 

Textures use glow maps for the glowing problem you describe and those texture files have _g at the end of the file name (right before the file extension ... for example eyeargonian_emerald_g.dds).

 

OCO v2 uses glow maps for all Argonian eyes, the single Dremora eye texture, some Orc eyes and the eye texture for both Saints and Seducers. If you download your conflicting mods to a folders outside of the game folders and extract them to those same download folders you can easily look for overwrites between them.

Link to comment
Share on other sites

You give no details on how you install ... info that will have some bearing on possible options for correcting the problem.

 

Some base level information on things.

 

For mods that conflict at the file and folder level (so both include exactly the same named file in exactly the same folder structure) install order controls what the game displays ... last installed wins, no contest.

 

For mods that edit the same item with ESPs load order wins ... lowest on the load order is what the game displays.

 

There is no way around the first situation other than changing the order you install both mods.

 

Load order is the primary tool for the second situation but bash tags offer another layer of possibility. In the simple example of a single conflict there is no utility added by bash tags ... where they come into play is the real world situation of multiple conflicts. Most conflicts can be resolved through a combination of load order and bash tags. Those that have conflicts and both mods use the same bash tags can present a situation where a manual patch is required to pull the desired winner from the mod that would have lost due to load order and put it into a patch ESP that loads last or lower if it maintains the bash tag (when two mods use the same bash tag then the lower load order rule applies again).

 

Textures use glow maps for the glowing problem you describe and those texture files have _g at the end of the file name (right before the file extension ... for example eyeargonian_emerald_g.dds).

 

OCO v2 uses glow maps for all Argonian eyes, the single Dremora eye texture, some Orc eyes and the eye texture for both Saints and Seducers. If you download your conflicting mods to a folders outside of the game folders and extract them to those same download folders you can easily look for overwrites between them.

Thanks for the reply and the education - it's truly appreciated.

 

I'm using WyreBash for mod management. I tried uninstalling and reinstalling the mods in the preferred order with no change happening. Then I changed the order of the load order of the mods and found it does not have an effect on the eyes either. The only graphical changes that used to happen were when I use a bashed patch or a non-bashed patch. A non-bashed patch used to end up with the integrated eyes with a weird black box for eyelashes for everyone in the game. It seems the reinstall fixed that, but the glow map texture is still showing up for three eye textures no matter load order or bashed vs non-bashed.

 

This is happening for the eye choices of human characters (Breton and Imperial), with three specific eye colors (and not the other three) of grey, pine, and amber. These files have completely unique Form ID and Editor IDs across both mods. Pine doesn't exist at all even as a common name in Integrated, so why it's suddenly seeing a glow map is baffling.

 

It's like what's happening is that the overall texture is being overwritten by OCO, but if the eye that is the same spot as "grey" in Integrated has a glow map, that glow map is shining through it - which I have no idea how to disable or overwrite.

 

Changing bash tags so they're the same (Integrated only had Graphics, while OCO had 5 including Graphics and Eyes, so I tried to add eyes to Integrated) seemed to have no effect either.

 

I'm going to toggle off OCO really quick and see if the order of the first six eyes shows glow maps for the same eyes that are glowing for OCO and if that's the case, just try manually deleting the _g human eyes from the Data folder.

 

Edit: Turning off OCO just left me with three eyes (the non glowing ones) for the human characters, and trying to just remove the _g eyes manually from the folders ended up coloring all the scleras of the eyes a flat paper white with no type of shading. It looks like any manual manipulation of the folder throws off the textures completely. And something I just noticed is that when all assets are in and Integrated is after OCO (as BOSS recommends), while Nords, Bretons, and Imperials all get the same six eyes with the same three colors glowing heavily, Redguards get the Integrated eye sets (available on some of the custom races too) with no overly bright glow issues at all. So it's really just effecting these three human races, but not all human races.

Edited by ainulaire
Link to comment
Share on other sites

I just looked for Integration - A Stranded Light here on Oblivion Nexus but I guess this isn't where it is hosted. Would make it easier to avoid just stabbing in the dark.

 

I would replace the ones from Stranded with the ones form OCO v2, delete the glow maps and then rearchive the customised Stranded (if you are going to install with WB ... I'm a manual install dinosaur so I just fix -> copy -> paste -> done myself).

 

But bear in mind I haven't even laid eyes on the Stranded mod once, so I really have no idea the extent of the incompatibility.

Link to comment
Share on other sites

Sorry for the interruption, but be careful with "removing" glow maps. It will mostly have the opposite effect. The glow doesn't come from the maps but from the emissive property of the material set in the NIF. The map now just prevents it from "glowing everywhere" by putting an intensity filter over it. Removing the filter will of course make everything glow the brightest it can.

 

 

The problem I'm seeing here is that the good old Race Balancing Project (the requirement for Integration and where all race cosmetics come from, I was using it myself for years) is like a mixture of multiple different, and conflicting, assets, which only work together correctly, because the ESM/ESP makes it so they don't mix up, every race has only those meshes and textures which work together. Otherwise even having a mixture of Vanilla, Capucine's and/or Ren's eyes on one and the same race at once would be a nightmare scenario, as there can only be 1 set of eye meshes per race but a multitude of possible eye textures, which need not necessarily all work with the 1 set of meshes at all.

Whereas Nuska's OCOv2 set out to keep things streamlined and standardized, so it uses only 1 single set of eye meshes for all and no conflicting eye textures either.

 

Mixing OCOv2 and/or RBP with others/each other now does inevitably cause conflicts, even if they didn't overwrite anything from the other per se. Introducing only 1 additional eye texture into a race record the eye mesh of which is incompatible will cause issues aplenty already.

 

And as for the problem at hand, I haven't yet investigated too deeply, but while OCOv2's eye meshes "all" have a string emissive property, so they all glow and need glow maps for all eye textures to not light up like a paper lantern, RBP has "some" eye meshes which don't glow at all, so quite likely also won't provide glow maps for all its races' eye textures. This is what's causing the issues presented. The race uses an eye texture not meant to be used with its eye mesh, created by mixing up resources and records from 2 different and conflicting cosmetic mods.

 

And just to think of it, you can consider yourself lucky you haven't yet run into any of the much more severe "googly eyes" encounters, as several of the eye meshes in RBP even have a completely different texture "layout".

 

 

Now, I'm pretty convinced they can be made working together, either through a bashed patch with properly configured bash tags on their plugins or master files or through a simple self-made compatibility patch, but I sadly don't have the time to look into this in detail or I would do it right away.

Link to comment
Share on other sites

Thank you Drake!

 

Obviously I'm not a cosmetic/eyes kinda' guy so I was working way above my pay grade. I always appreciate that you have my back.

Link to comment
Share on other sites

I really appreciate the insights, Drake and Striker.

 

With that explanation it really does sound like I'm lucky the problems weren't worse! It's darn annoying but I guess I'll just have to live through it, hah - I just don't have nearly enough understanding of the scripting (or even where to begin to look) to consider making a compatibility patch. I'll try and do more research into bash tags and see if I can make them play nice together in the meantime.

 

(That said, if anything like boredom/free time comes into play, Drake, and this is a project that sounds interesting, please let me know if you ever end up doing it. Absolutely no expectations, of course!)

 

Thanks again everyone.

 

Edit: Forgot to mention that a lot of the lack of compatibility issues likely comes from the fact that I am using a mod that patches a lot of issues between OCO v1 and Integrated at https://www.nexusmods.com/oblivion/mods/43722?tab=description but the author, while making a version for OCOv2 and RBF, never went further into doing OCOv2 and Integration Integrated

Edited by ainulaire
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...