PoorlyAged Posted August 24, 2017 Share Posted August 24, 2017 (edited) I already have a mod which adds a bunch of camouflage schemes to the various power armor pieces. But I have never been very happy with it for a couple of reasons. The biggest reason is that the helmet has to have it's own Diffuse Texture because of the eyes. What I want to be able to do is apply the eyes as decals over the same Diffuse Texture used by the arms, legs and torso. This would literally cut the size of the mod in half. Unfortunately, the helmets do not have the ability to accept decals. I have already establish that the NIF has the relationship between the helmets and the various Material and Texture files which are applied. I also followed the implementation from the torso (which does accept decals) to modify a helmet NIF. But nothing works and now the game loops attempting to initialize and it takes the old three finger salute to get it to stop. At this point, I have bruised my forehead on the wall of my own ignorance one time too many and I am looking for help. I just know that it is something really simple, but my lack of good documentation is limiting me. So NifSkope experts, here is a chance to shine and save my sanity to boot. Edited August 24, 2017 by PoorlyAged Link to comment Share on other sites More sharing options...
N7R Posted August 24, 2017 Share Posted August 24, 2017 Is it possible to achieve this by using the material swap feature? Material swaps would allow you to have a different diffuse texture for each different camo on the helmet. Link to comment Share on other sites More sharing options...
PoorlyAged Posted August 25, 2017 Author Share Posted August 25, 2017 Adding the decal is a material swap. The base material is the one to be replaced in a MWSP form. And the base material is defined in the NIF. I need to move back to the step to define the Material in the NIF. Link to comment Share on other sites More sharing options...
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