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Armor Replacement Help


fenrir7139

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Hello, everyone - I am a modding newbie, and, as such, this is probably something everyone else here would find trivial, but any help is appreciated.

 

I am trying to replace the Imperial Officer's Helm with the (Full-Faced) Imperial Helm, but I am having some issues...

 

I managed to get the Inventory Preview to work, but while equipped, it looks like THIS.

 

Is there some file I didn't copy/name correctly, or is this something that would require an .esp? If it is the later, any information on how I could pull this off would be appreciated.

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This should be a pretty plain and simple extract, rename, place in the proper folder procedure. Make sure you didn't use the inventory model for the in-game model. There should be two or three different meshes associated with the helmet you want to use and you need to extract and rename all of them to the exact name of there corresponding mesh that's being replaced and them place them in the folder Skyrim expects the helmet you're replacing to be in.
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This should be a pretty plain and simple extract, rename, place in the proper folder procedure. Make sure you didn't use the inventory model for the in-game model. There should be two or three different meshes associated with the helmet you want to use and you need to extract and rename all of them to the exact name of there corresponding mesh that's being replaced and them place them in the folder Skyrim expects the helmet you're replacing to be in.

 

Trouble is, there's 2 "Helmet" meshes (for the Officer Helm):

 

helmet.nif

helmetgnd.nif

 

But there are 3 Full-Face Helm meshes:

 

helmetfullface_0.nif

helmetfullface_1.nif

helmetfullfacegnd.nif

 

Is it just a question of trial and error, then? Or do the _0 and _1 denote which is the Preview mesh and which is the in-game mesh?

 

EDIT: I looked at the _0 and _1 files in Nifskope, and the _1 file had nodes on it, so I figured it was the correct one - however, now, when equipped, the imperial officer's helm does... this.

 

I THINK I'm getting closer, anyway.

 

So, full disclosure, here is what I have done so far:

 

1. Copied "helmetfullface_1.nif" and "helmetfullfacegnd.nif" into Meshes > Armor > Imperial > M, as "helmet.nif" and "helmetgnd.nif."

2. Copied the Full-Face Helmet's Texture, and pasted it into Textures > Armor > Imperial > M, and renamed appropriately (did the same for the Normal).

3. I do have mods that affect the Light and Studded helms - would that effect this? I don't THINK they should, because they are separate meshes, but...

Edited by fenrir7139
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I believe gnd is the preview mesh, and the other two are variants of the in-game mesh. Try opening them up in NifSkope.
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I believe gnd is the preview mesh, and the other two are variants of the in-game mesh. Try opening them up in NifSkope.

 

I think you're right - the two files ending in _0 and _1 both have nodes, and the gnd does not. However, using one or the other (as the "helmet.nif") causes the weird "Baldness" thing, while using both (naming them "helmet_0 and Helmet_1" just results in the Fullface Texture being stretched over the vanilla officer helm.

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I'll give it a look some time and get back to you. In the first image you posted, it's applying the texture but not properly removing the hair In the second one it's removing the hair but it's either not rigging properly or it's applying a solid black alpha channel. :blink:
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I'll give it a look some time and get back to you. In the first image you posted, it's applying the texture but not properly removing the hair In the second one it's removing the hair but it's either not rigging properly or it's applying a solid black alpha channel. :blink:

 

Thank you; you've been incredibly helpful!

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