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Type 3 Armor Replacer texture problem!


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I recently started using http://newvegasnexus.com/downloads/file.php?id=34825, and it seems that the hand textures aren't working correctly. I have Archive Invalidation set up, and I get no other errors, but the game still seems to use vanilla hand textures which are at a much lower resolution than the rest of the body textures. This is kind of annoying at times, and I was hoping someone here knew what's wrong. I'm also using Ling's, but I'm pretty sure that shouldn't be a problem.

 

EDIT: That, or the hands are just mismatched in color and/or the texture isn't quite right. I play a female African American character, maybe the problem is inherent to those skin tones, I don't know. Still, help is appreciated.

 

EDIT 2: Nevermind.

Edited by Necromancist
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  • 2 weeks later...

Most of the time it's not the actual textures but the facegen symetrical texture data. This is listed in the very bottom of the entry for the NPC which is set up to be used as a facegen preset for a certian race. When you create a character all those sliders that deal with skin tone, make up, an such all that is basicly a long list of Hex data (or at least hex looking) This is stored in the actual save game after the character is created. It's a flaw of the engine that is made worse by having dismemberment. But you can fix it. If you were to say,

 

1. Create a copy of the NPC you think looks good enough to start carving a face out of. In geck you would open them an change the form ID, in FNV or FO3 edit you would right click an copy as new entry into (your new mod) Which will create a copy of that NPC but with a different form id.

 

2. Create a copy of the Race you want to use, Set the NPC above to use this race rather than the orignal. Name your NPC's RaceNameF01 or RaceNameM01 so you can tell male from female, and yes you need both. otherwise it can crash, races without facegen presets will crash. so have at least one of each sex on your custom races.

 

3. Zero out the Facegen symetrical texture data, you can see it at the bottom of the entry for the NPC, make sure you are working with the Symetrical texture box. You have to use the long form editor, so hold shift an double click the box with all the numbers in it, which should bring up the long form editor, select all those numbers left to right an delete them.

 

4. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

 

5. #4 is the actual amount of entries for that box, but they are all set to zero, you can also get this by just creating a new blank race in the geck, but I find it's more easy to just do it in FNV or FO3 edit, the male character is the same amout only with a space an two more zeros 00 like that, it also won't let you put in the wrong amount, but now that it's put in you can save it, pick that race, an that npc as a face gen, an then create the character without changing the skin tone sliders an it will be set at zero, if you change the sliders in skin tone they will try to auto balance an not be zero anymore. With the character's symetrical texture data set to zero you can apply whatever changes you want in the actual textures, like for example making them match at the neck or wrist lines.

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