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ARMA\MO5S field not working/nonexistent?


ccjuju

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I've been playing around creating a mod using TESsnip/FNVedit that creates a new set of armor based off the elven armor set. It adds a new, alternate-textured (black) set that does not overwrite the existing elven armor meshes or textures, so both the old set and new can coexist in game. Now, it works fine if I simply create a new subdirectory of .nifs and edit their texture references in Nifskope to point to the new palette-swapped .ddses.. however, as a proof of concept/space saver, I'm trying to avoid duplicating the .nifs entirely and doing it all using alternate texturing fields in the .esp, so that the mod consists of only an .esp file and several texture .dds files. It's always been a pet peeve of mine that armor mods that simply retexture existing gear require duplicates of the mesh files despite no actual changes being made to them other than texture filenames.

 

So far, everything seems to work fine except for a problem with the ARMA group entries for the 1st-person view of new equipment. Each ARMA entry for a piece of equipment consists of several model fields that specify which nifs to use for 1st person/3rd person, male/female, etc. So far the following seems to be the convention:

 

MOD2: 3rd-person male model (i.e. Armor\elven\M\Gauntlets_0.nif)

MOD3: 3rd-person female model (Armor\elven\F\Gauntlets_0.nif)

MOD4: 1st-person male model (Armor\elven\M\1stPersonGauntlets_1.nif)

MOD5: 1st-person female model (Armor\elven\F\1stPersonGauntlets_1.nif)

 

MO2S: 3rd-person male alternate texture array

MO3S: 3rd-person female alternate texture array

MO4S: 1st-person male alternate texture array

MO5S: The above all work, so logically we would conclude that this should be the 1st-person female alternate texture array, but it does not seem to have any effect in-game. Coincidentally, I notice that entries named like this (MOD5, MO5T, MO5S) do not appear in the Wrye Bash source code. I am beginning to suspect Bethesda never implemented them into the engine because they did not anticipate needing to supply alternate textures for a 1st-person female model (gauntlets)? Has anyone else noticed any behavior like this?

 

I've uploaded a simple mod as an example showing this behavior: AltTextureTest.zip.

A pair of gauntlets called Raven Gauntlets can be added via the console (player.additem xxcc0001 or help "raven gauntlets" 4). When installed and equipped, you should see that the gauntlets appear black in 3rd-person view for both male and female, and in 1st-person for male, but in 1st-person as a female character the original gold elven textures are still displayed.

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This is the problem I noticed you've been trying to help me with.

 

It seems I got everything right, except I'm doing the changes with Shields instead.

There is no original 1st/3rd person view for shields, and it still seems like just pointing the MOD2 to the new shield doesn't work.

 

I'm surprised you got the male version to work 1st and 3rd person.

 

I'll try that tonight.

 

I'm going to bookmark thread and see if anybody else has an answer to this.

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Mabye it's an error on the part of the mod programs? If I remember correctly in the Fallout NV and Fallout 3 the alternative texture paths worked just fine you just had to define the correct NIF block the texture applied to, perhaps that is what you're doing wrong? Although I would think not as then you would make the same error with the 1st person models and since those came out just fine, you can probably disclose that option.

 

I myself never used it though because I always thought it was to much of a hassle and it bugged out quite a few time especially if you were working with on a big mod that you saved, openend an alterted frequently, it would just screw up the texture paths.

Edited by wesside0yes
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  • 1 month later...

Well..the thread is pretty old now, but I just thought I'd bump it anyways as I am having the very same problem now.

Has anyone discovered a solution for this issue yet?

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