Ikazuchi Posted October 21, 2010 Share Posted October 21, 2010 Hello,I've seen a few people having similar problems but no solution yet. I'm trying to make tattoo armors using the _male/upperbody mesh and texture sets in the GECK (using the whole upper body texture with added tattoos). But unfortunately, the textures are completely ignored because the SHADER_SKIN property of the body bypass the textures in the model (only the diffuse one) and applies the one contained in the race's Body Data. I tried everything in Nifskope to find something to force the model to use my modified texture (I did copy the nif upperbody to work directly on it before learning about texture sets), but the default shader just doesn't work as it's not made to manage skin tones. I thought about an OnEquip script, but even with the script extender, I haven't found any function to change that kind of texture... Am I missing something ? And is it even possible ? Thanks for reading, any kind of help is appreciated.Ikaz PS : A bit of ranting : why in hell do we have a texture path in the race body data when the nif provides everything needed ? I find that stupid, you can open the upperbody mesh, delete the texture path that's been included for the diffuse and when you play the game, the texture's still there because of that shader skin property... Link to comment Share on other sites More sharing options...
Ghogiel Posted October 24, 2010 Share Posted October 24, 2010 you are going about it wrong. the reason why the texture in the body nif is overridden is because of races. it is just more logical and optimized to apply the texture via its geck entry, rather than duplicating the body mesh several times and having no way to change the races texture without editing nifs themselves. The way you are going about it would need to a replacer texture, which would globally affect all races and npcs that use your tattooed up texture. so unless you want that, you should be setting up your texture in a custom race. then your custom texture will appear only on actors of that race. Link to comment Share on other sites More sharing options...
Ikazuchi Posted October 25, 2010 Author Share Posted October 25, 2010 You are indeed right about that, I thought the only difference between the races was the skin tone, but I wasn't counting the ghouls and raiders with dirt etc... Anyway I can't make a new race as it's supposed to be a collection of armors with different effects related to the tattoos (like enchanced PER for eagle tattoos). But I found another solution, I took the upperbody's nif, and copy paste the mesh's block branch. Then I changed the shader properties to fit the ones for armors or objects and I added an alphaproperty so that only the tattoos are visible on the second mesh. I was just not sure how it would behave (clipping wise) considering that the two meshes completely overlap. But the tattoos are just on the skin as they should. Thanks for answering,Ikaz Link to comment Share on other sites More sharing options...
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