WinterRanger97 Posted February 17, 2014 Share Posted February 17, 2014 Hi everyone, I recently created a new armor in Nifskope based on Red's jumpsuit by following this tutorial:http://wiki.tesnexus.com/index.php/NifSkope_customise_an_outfit_for_beginners After updating the Tangent Spaces, I saved it in the armor folder. It shows up fine in the Geck, as you can see in the picture, but in game it just looks like Red's jumpsuit. Any idea where I went wrong? Link to comment Share on other sites More sharing options...
M48A5 Posted February 17, 2014 Share Posted February 17, 2014 While you were in the GECK, did you make and save an .esp, move it to your Data files and activate the .esp in your mod manager or the data files in the game? Did you also install the meshes and textures in the appropiate game files?In NifSkope, are the texture paths correct? Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 17, 2014 Author Share Posted February 17, 2014 I added the armor in a current esp file and activated it.The mesh is the only thing that needed to be installed, as it uses ingame texture sets.All texture paths appear to be correct as well. The tutorial said to mark the additions, aka the shoulder pad and ammo pockets, as upperbody, could that have something to do with it? Link to comment Share on other sites More sharing options...
M48A5 Posted February 17, 2014 Share Posted February 17, 2014 In the image you provided, the texture for upperbody is RedJumpsuit, so that is what will show in the game. You would have to direct the parts you added to the correct texture. If you open the new armor in NifSkope, does it show the correct textures? Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 17, 2014 Author Share Posted February 17, 2014 No, as they are stored in the BSA file. So I need to unpack the BSA and get the correct texture path, and my additions will no longer be invisible? Link to comment Share on other sites More sharing options...
M48A5 Posted February 17, 2014 Share Posted February 17, 2014 No, as they are stored in the BSA file. So I need to unpack the BSA and get the correct texture path, and my additions will no longer be invisible?You need to direct the meshes you have added to the correct textures. If the textures for the meshes you have added are in the BSA, yes you will have to unpack the BSA and find the correct path. Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 18, 2014 Author Share Posted February 18, 2014 How do I adjust the texture path? I dont see any option in nifskope for the parts I added... Link to comment Share on other sites More sharing options...
M48A5 Posted February 18, 2014 Share Posted February 18, 2014 Open your mod file in NifSkope. It should open at 0NiNode. Left click on the triangle to the left to expand the tree. Look down the list for the part you added and left click on the triangle to expand the tree. Left click on the triangle to the left of BSShaderPPLightingProperty. This will expand the tree. Left click on BSShaderTextureSet. Look at the bottom window for Textures and left click on the triangle. This will open up the tree listing the texture paths. To edit the path, you left click on the flower and it will open up an edit window. Navigate to the location of the texture or type the path into the "File Name" window. If none of this shows up in NifSkope, you did not make the changes correctly and you will have to start over. I suggest you use the search feature at the Fallout 3 Nexus and search for "NifSkope" and "Blender" and download the tutorials. Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 19, 2014 Author Share Posted February 19, 2014 So, I redid my work, made sure the textures were pointing to the correct spot, and recompiled it. Still, the additions are invisible. Link to comment Share on other sites More sharing options...
JW1 Posted February 19, 2014 Share Posted February 19, 2014 I don't know if this is your problem, but I do know that incorrect shader flags can make parts of an outfit disappear. Check the BSShaderPPLightingProperty for your additions; make sure that the Shader Type and Shader Flags for your additions are the same as for the other non-skin parts of the mesh. Link to comment Share on other sites More sharing options...
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