iSabu Posted November 17, 2017 Share Posted November 17, 2017 Is it possible to copy the fixed mesh which had clipping to another mesh which is sort of the same just a different texture color? I tried renaming and then overwrite it but then I just had like 2 times the same armor with same textures.. Link to comment Share on other sites More sharing options...
thumbincubation Posted November 17, 2017 Share Posted November 17, 2017 If I understand the question, you have one mesh that clips and one that doesn't, and you want the one that doesn't to wear the "paint job" of the one that does?If that's the case, you can open the world and Armor Addon models, in creation kit, and have the option to change texture sets, but only for like-mapped textures. You could make Whiterun guards wear blue, or green, guard armor, but you couldn't replace it with the steel armor texture and not have a mess. Alternatively, a bit more complicated but the way I'm more comfortable with, extract the texture and the mesh you want, from the game archives. (Using a bsa extraction tool, like one of these) and place them in your meshes and textures folders, according to their vanilla filepath (which you will see in the bsa extractor) https://www.nexusmods.com/skyrimspecialedition/mods/974/? https://www.nexusmods.com/skyrimspecialedition/mods/1756/? Then open the mesh in nifskope https://github.com/niftools/nifskope/releases (There may be newer versions. This is just the one that I have favorited.) Once you have the mesh open, this tutorial will help you find where to assign the mesh to accept your new texture. https://www.creationkit.com/index.php?title=Retexture_Tutorial If I didn't understand the question correctly, then forget I said any of this. Link to comment Share on other sites More sharing options...
iSabu Posted November 17, 2017 Author Share Posted November 17, 2017 (edited) First off thanks for your help. Im not sure if this is what I mean as Im not familiar with some terms like "paint job" and "mapped-textures" maybe we both missunderstand each other. I try to explain it again. So I have 2 armors which are the same just 2 different colors. Both are clipping at some points so I fixed the shape of 1 via outfit studio. Now I want the other one to have like the same shape so the clipping is fixed. So I was asking myself if there is a way to do that. I thought the meshes are basically just the shape so I renamed the "fixed_1.nif" to "unfixed_1.nif" and overwrote the one I didnt fix as I thought it works this way but then ingame it had the same textures as the fixed one so this wasnt obviously not working as I wanted. This is probably a bad description but Im not into this and dont know the correct terms. Sorry for that. Edited November 17, 2017 by iSabu Link to comment Share on other sites More sharing options...
thumbincubation Posted November 17, 2017 Share Posted November 17, 2017 Paint job was my fault. Unfortunately, with outfit studio involved, I'm not sure what the right answer is. I've never used it, so I'm not sure how it changes the mesh/texture relationship. Take this with a grain of salt. When you saved fixed_1 as unfixed_1, it became unfixed_1 completely, including the texture(s) assigned to it. Try using nifskope (or if outfit studio allows you to assign textures the same way) and open both unfixed_1 and fixed_1 in separate windows. Expand the 0 NiNode tree until you see the BSTriShape or shapes, for your mesh. There may be one, or a few, depending on how the mesh is made. If it's a converted oldrim mesh, you might still see NiTriShapes, but this should work the same. Expand the BSTriShape and look for BSLightingShaderProperty. Expand that to BSShaderTextureSet. In the block details, at the bottom of the nifskope screen, you should see 2 or more lines of file path. The first should be your diffuse map (actual picture of what goes on the armor.) Next should be the normal map (determines 3d texture and shine) and then there may be others below. One by one, copy each of those file paths from the one with the correct texture and paste them into the same blocks on the other mesh. Alternatively, if you have the meshes and textures in loose folders, in your data files, you can right-click in each line, choose textures, and navigate your way through your data > textures > armor, or whatever file path it takes, to assign it to the mesh. If they're identical outfits with just different colors, only the diffuse map may be different, and they may share the same normal. If so, it won't hurt anything to reassign it, anyway. When you're done, save the mesh. Make sure it's in the right file path also, data > meshes > etc. and your game should hopefully show you your no-clip mesh with the textures you want...assuming outfit studio doesn't change something that i don't know about.Forgive me, as this is kind of a drawn out method, but it's the only one I know. There may very well be an easier way with the creation kit's texture sets or with outfit studio. If so, hopefully someone comes along with that info. Link to comment Share on other sites More sharing options...
iSabu Posted November 17, 2017 Author Share Posted November 17, 2017 Since this clipping isnt that hard to fix on these armors I think I just do 1 by 1 since this method seems to long. This could be used for armors which are more difficult to fix. Well thanks anyways for trying to help me its actually not a big deal for me doing them 1 by 1. I was just wondering if there is an easier way which saves some time. Link to comment Share on other sites More sharing options...
thumbincubation Posted November 18, 2017 Share Posted November 18, 2017 I understand. There may well be an easier way that I just don't know. Possibly with outfit studio. They say they can do a lot with it. Link to comment Share on other sites More sharing options...
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