dangman4ever Posted November 10, 2013 Share Posted November 10, 2013 Ok, I'm at a total loss here. I've made a custom outfit using NifSkope first and then imported into Blender to shave off unnecessary and hidden body parts to cut down on file size. Once I did that, I exported back into a new .nif file and added to the game via GECK. The problem is that the exposed body parts of the outfit does not change skin color when used by an African or Raider or any non-Caucasian race. The original pre-Blender outfit works just fine when it comes to changing skintones however. So there must a setting or several that I missed. So does anyone know what settings in Blender or Nifskope needs to be changed in order for the outfit to change skin color depending on the race of that outfit's wearer? Link to comment Share on other sites More sharing options...
bjornl Posted November 10, 2013 Share Posted November 10, 2013 Obvious but I'll ask it anyways. Have you compared the textures assigned to your outfit with those assigned to similar outfit which shows he correct skin textures? Link to comment Share on other sites More sharing options...
dangman4ever Posted November 10, 2013 Author Share Posted November 10, 2013 Yup. Same exact file paths. Link to comment Share on other sites More sharing options...
luthienanarion Posted November 11, 2013 Share Posted November 11, 2013 Make sure that the parts of the mesh that show exposed skin have the SF_FaceGen shader flag and that the shader type is set to SHADER_SKIN for those objects. You can verify and fix these things in NifSkope. Link to comment Share on other sites More sharing options...
dangman4ever Posted November 11, 2013 Author Share Posted November 11, 2013 Ok, I set the shader type to SHADER_SKIN. But how do you set the shader flag? Link to comment Share on other sites More sharing options...
luthienanarion Posted November 11, 2013 Share Posted November 11, 2013 Shader Flags is right under Shader Type in the BSShaderPPLightingProperty. Double-click the Value field, open the drop-down, and scroll down to SF_FaceGen. You can't just export an armor that has exposed skin from Blender no matter what export settings you use, as the shader types need to be different for different parts of the mesh. Use SHADER_SKIN and add the FaceGen flag for skin, and use SHADER_DEFAULT for everything else. Link to comment Share on other sites More sharing options...
dangman4ever Posted November 12, 2013 Author Share Posted November 12, 2013 (edited) Thanks for the help! I didn't see the option for a drop-down in the first place since my "Block Details" window was too small. You have definitely saved my mod! Thank you very much! Shader Flags is right under Shader Type in the BSShaderPPLightingProperty. Double-click the Value field, open the drop-down, and scroll down to SF_FaceGen.You can't just export an armor that has exposed skin from Blender no matter what export settings you use, as the shader types need to be different for different parts of the mesh. Use SHADER_SKIN and add the FaceGen flag for skin, and use SHADER_DEFAULT for everything else. Edited November 12, 2013 by dangman4ever Link to comment Share on other sites More sharing options...
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