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AncientFlamingBeast

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  1. Interesting, interesting. I had no idea that the order of the pieces in a mesh file was important. I also hadn't touched the CreationKit yet, I figured I would probably have to get into it, but I'm not familiar with it all too much, so I was trying to do as much as I can in OutfitStudio before having to branch out, but thank you very much for your reply, this may very well be exactly what I was looking for. Here is some more info about my process just to clear up any possible confusing regarding your answer: I really have no idea what is your work process for 'adding details from male version', but generally when you start, you should have something like this: I take the vanilla male outfit for something like the Farm 4 outfit, I take some pieces from it (Leggings only exist in male version, so I use that style, I like an over shirt type design so I use the male options for that, sometimes the sleeves, etc.) skimpify them, as well as make them fit the female body. Using both parts from both male and female vanilla outfits, I get to mix the 2 styles so the male and female outfits aren't so drastically different, here's a picture for an example; As you can see, I just sorted the parts by top to bottom of the body, what you're telling me is that it's very important to have the body listed first, female bits second, then male bits? On top of that, should I attach everything that's a female bit into 1 single part and same with male, or is it ok to have each part separate? And these meshes have their own properties, and point to their specific textures. And unless you do some stuff like 'copy properties' from female bits to male, male bits ought to have their own textures, and not 'get textured with female variant'. I don't think I did what you're saying here, but what I DID do was every piece of skimpy female bits I used and every skimpy piece of male bits I used, I used the "Merge Geometry..." option in OS to attach them to their respective "vanilla" outfits in order to preserve all the info attached to each piece... I imagine that sounds confusing, I'm struggling to explain it in the best way. I'm using different parts from different skimpy mods, and sometimes the mod author applies a different environment map, or different alpha properties, etc. so my assumption/hope is that when I grab the vanilla outfit (CBBE outfit from CBBE mod's BodySlide, but close enough) and attach anything that's supposed to have that outfit's textures to the vanilla outfit, then all that extra data will be uniform on the pieces I want to keep, then I can get rid of the vanilla outfit. Here's some pictures to hopefully better explain. Here's CBBE Orcish Armor (Left) and TAWOBA's Orcish Abs (Right) Notice how the two different pieces are different colors. Here, I go into the Shape Properties of the Orcish Abs and use the "Copy from Shape..." Option to copy the data from the CBBE Orcish. After that, I use "Merge Geometry..." to attach the Orcish Abs to the CBBE Orcish (I usually have to clear up some conflicts, like the partitions not matching, and the alpha values) Now, it looks like this. The CBBE Orcish and the Orcish Abs are now the same piece, and they have the "proper" coloration. Lastly, I just delete the CBBE Orcish entirely, and just keep the Orcish Abs, along with all the other parts I've used to put together my skimpy outfit. I also do the same thing with the HIMBO outfits if I've used a part of a male mesh, or sometimes a baseline mesh that's pretty universal that I then copy the male textures onto. (Leggings, leglets, armlets, belts, straps, etc.)
  2. I've been working on a skimpy armor and clothes replacer, but I decided to take a few creative liberties and add some details from the male version of some outfits. I wanted to add a bit of parity between the 2 sets so they don't look so drastically different, as well as have a baseline for when I eventually get around to making a skimpy version of the male armors and clothes in the same style. The problem with that comes when you try and equip one of the variant outfits. For those who don't know, some outfits (mostly clothing items) have multiple different color versions of the same outfit (red blacksmith's apron and grey blacksmith's apron, blue merchant's dress and orange merchant's dress, etc.) but the files only contain one mesh file for all variants. When change the mesh, I.E. make it skimpier, the mesh for both get's change, and what I assume is happening is that a different texture is being applied to the variant outfit, rather than having 2 completely different outfits. With all that said, when I use parts of the male outfit, when the variant outfit is equipped, the game doesn't know to texture those parts with the male variant texture, they just get textured with the female variant, thus leaving the texture all wonky. My question, in case you weren't able to gleam it so far, is there a way to EITHER tell the separate parts in the mesh file (I use OutfitStudio, so most parts of the mesh are separated into different pieces [i don't know the best way to label each term to avoid confusion, so I hope you know what I'm referring to]) to point to the male variant textures instead of just applying a blanket texture to everything, or a way to separate the pre-existing variant outfits in-game to point to a new mesh without having to do some sort of round-about "removing the vanilla variant outfits to add my own meshes and then inject them in to the game" sort of thing? (maybe I'm overthinking that, I dunno)
  3. I have been working on an armor replacer for all of the SE Vanilla (DLCs included, obviously) armors and clothes. I've built everything in OutfitStudio exclusively, and I'm in the "final" stages of getting the armors and clothes to work in game. I've done everything I'm familiar with to try and make the different pieces I've cobbled together work well, but when I get in game, equipping almost anything crashes my game. There are some outfits that don't, but there doesn't seem to be any pattern worth mentioning which ones do or do not, so I won't do that here unless it's absolutely necessary. I would like to enlist someone else's help with making sure the meshes I've created actually shows up in game with the proper textures, UV maps, environment maps, etc. I'm wondering if what I'm doing just isn't possible in OutfitStudio alone, and maybe I need to do something with the mesh in a separate program or what, but I'm sat here pulling my hair out trying to figure this out. If you have any experience with this issue, or if you're just willing to help with no knowledge and we can both learn together, I'd love to hear your response! Let me know if you can, and I'll send the compressed mod file over to you, and we'll see what we can do about it. I ultimately want to learn what I have to do so I can do all the work in the future, but whoever can help me figure this out will get credit for your help when I eventually release the mod publicly.
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