Alright, I'm not sure that I can explain this briefly so prepare for a little reading. I'm the creator of the original Militant Autumn retexture. It's a retexture of Colonel Autumns coat that is aimed to make it appear more Military oriented, to give it medals/ribbons/lapel pins/patches etc. Recently, I announced on the original file page that I am working on a new version, this time my goal is to be more correct and true to the Colonel rank/insignia etc. I am about 1/3 of my way finished with the new version, but I've hit a major snag that I didn't run into during my original version of the retexture. The way that the nif of this coat is set up it hinders the ability to correctly position decals on the arms. It may be a bit difficult to describe... The dds texture only has a texture for a single arm, and the UV is mapped to this section to mirror the texture, which is all well and fine, but when viewed in game any logo placed on the arm in the texture will display correctly on the left arm, but the right arms texture isn't just flipped, it's an exact mirror. For example, I'm attempting to create an Enclave logo and place it on the shoulder like a division patch. The "E" shows correctly on the left arm, but on the right arm it is flipped making it look like a "3" Now, I really haven't a clue what to do about this in NifSkope, other than clicking on the BSShaderTextureSet and knowing how to load the texture for viewing I am at a loss. Is there anyone out there that would be so kind as to help me get this working the way I need it to? I'd be happy to give you credit when I release the new texture.