Arkngt Posted June 16, 2015 Share Posted June 16, 2015 (edited) I've ported Revolution Clothing from FNV to F3 and it is made for Robert's male and the T6M female body. I'm already using the latter, but I installed Robert's male for F3 in order to have a compatible body for the outfits in Revolution Coming. The nude bodies look perfectly normal, but when they equip an outfit from the mod, they look like this. What can cause this? I've tried reapplying archive invalidation but that didn't help. I've also checked the mesh for the male Revolution Coming outfit and the only thing I've found is that it points to a upperbodymale_sk.dds texture, which isn't in the Robert's Male for F3 archive, but removing that from the mesh didn't help. What can cause this and what can I do to fix it? Thinking of it, the neck area on females looks a bit odd as well with the ported outfits. It's the same in that case, reapplying archive invalidation doesn't help and I can't see anything out of place in the mesh. Edited June 16, 2015 by Arkngt Link to comment Share on other sites More sharing options...
M48A5 Posted June 16, 2015 Share Posted June 16, 2015 What you are seeing is an incorrectly mapped texture UV. You could try adding the correct texture paths to the meshes using NifSkope. You should have upperbodymale.dds and upperbodymale_n.dds along with the one you have. I'm not sure, but I think that Robert's for FNV uses a different texture map that the one in FO3. Link to comment Share on other sites More sharing options...
Arkngt Posted June 16, 2015 Author Share Posted June 16, 2015 (edited) Thanks. Hm. Yes, if I use the textures from the FNV version of Robert's male body, the issue is fixed. Can't find anything in the mesh that I can "fix", though. The paths and the names of the textures are the same in both games (except I don't have the .sk texture in F3 as said). That's disappointing. It basically means that I can't port the mod, unless it's possible to fix somehow by editing the mesh in NifSkope. :sad: Edited June 16, 2015 by Arkngt Link to comment Share on other sites More sharing options...
M48A5 Posted June 16, 2015 Share Posted June 16, 2015 Open the mesh in NifSkope and right click on the body. In the menu, choose texture and left click on edit UV. Another window will open with the mesh displayed over the texture. Right click on the mesh and left click on Select All. The mesh color will change to yellow. Move your cursor over the mesh until it changes to a hand. Left click and hold and you can now move the mesh over the texture map. Link to comment Share on other sites More sharing options...
Arkngt Posted June 16, 2015 Author Share Posted June 16, 2015 Open the mesh in NifSkope and right click on the body. In the menu, choose texture and left click on edit UV. Another window will open with the mesh displayed over the texture. Right click on the mesh and left click on Select All. The mesh color will change to yellow. Move your cursor over the mesh until it changes to a hand. Left click and hold and you can now move the mesh over the texture map. I'm with you until the very last step: "move the mesh over the texture map". What's the "texture map"? Is it the textures under the mesh? And where am I supposed to move it? :unsure: Link to comment Share on other sites More sharing options...
M48A5 Posted June 17, 2015 Share Posted June 17, 2015 When you click on edit UV, a small window will open displaying the texture map with the mesh vertex displayed in white over the texture map. Right click on the vertex and left click on Select All. The color should change to yellow. You will then be able to move the entire mesh around over the texture to have it align properly. You may have to rotate it by right clicking on the mesh and choose rotate selected. A dialog box will open where you can choose the angle of rotation. It will all become clear when you start the procedure. Link to comment Share on other sites More sharing options...
Arkngt Posted June 17, 2015 Author Share Posted June 17, 2015 (edited) When you click on edit UV, a small window will open displaying the texture map with the mesh vertex displayed in white over the texture map. Right click on the vertex and left click on Select All. The color should change to yellow. You will then be able to move the entire mesh around over the texture to have it align properly. You may have to rotate it by right clicking on the mesh and choose rotate selected. A dialog box will open where you can choose the angle of rotation. It will all become clear when you start the procedure. Thanks. As said, I'm with you until the very end, i.e. where to move the mesh, so I have done the procedure up until then. It seems properly aligned already, unless I'm missing something? EDIT: I've tried comparing the FO3 Robert male mesh and the outfit mesh in NifSkope, but I'm none the wiser. They seem to be set up the same, but I must be missing something as I get this issue. Edited June 17, 2015 by Arkngt Link to comment Share on other sites More sharing options...
Arkngt Posted June 17, 2015 Author Share Posted June 17, 2015 (edited) Yes, it was the UV-mapping, but the UV-mapping for the underarms specifically - and aligning it fixed the issue. :) Edited June 17, 2015 by Arkngt Link to comment Share on other sites More sharing options...
Arkngt Posted June 18, 2015 Author Share Posted June 18, 2015 (edited) Turned out (of course) that it wasn't so easy. The UV-mapping on the arms seems to be completely different for Robert's FO3 and FNV bodies, which means that it doesn't really fix it to move it. Seems I'd basically have to redo the UV-mapping from scratch. Hm. Edited June 18, 2015 by Arkngt Link to comment Share on other sites More sharing options...
M48A5 Posted June 18, 2015 Share Posted June 18, 2015 Couldn't you set up a special folder for the textures? Something like FNV Textures and change the path of only the Revolution Clothing to point to the textures in the new folder. This way you won't have to change all the male textures. Link to comment Share on other sites More sharing options...
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