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3ds max combining outfits?


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So if i have an esp of a character its worthless without looksmenu?, im mostly wondering if it changes slider values in Character creation. I know it changes facepaints

 

Here is an example of a looksmenu dependant character im trying to use without looksmenu:

 

https://www.nexusmods.com/fallout4/mods/11295?tab=description

 

Also do you know if somebody has managed to crack the problem with adding facetints or having custom hair colors in addition to the original?

 

also should i add all the armor parts to a nif or use a outfit?, because i want my mesh like gage's or is it cage? :P

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Theoretically, it should work fine without Looksmenu, so long as the author has included the FaceGen meshes ( those are the customized head meshes "morphed" by Looksmenu) for an NPC. It might be a bit more complicated to use it on the Player though. It might not look "exactly" like the author's screen shots, but it should be pretty close. The biggest issue is with modded hair, eyes, make etc. That can cause some strange behavior if the .esp calls for items that don't exist, you may end up with a bald zombie like creature :)

 

I'm pretty sure that there are several mods around that allow for extra face and hair colour options, though IIRC they require some script injecting and/or F4SE to work in the Character Creator.

 

Hmmm, it's a personal choice really. For yourself, if you don't intend to change the outfit, just roll it all into one .nif.

If you are going to share the outfit, then it's probably better to separate the parts into Body, Feet, Hands, and even go so far as to separate "Under" armor from "Outer" armor, which will allow for mixing and matching. That's a bit more complicated because you have to tweak you're mesh to make sure it doesn't clip weirdly with other outfit parts , but it generally makes people happier, and avoids complaints.

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Yep it should be fine to use on an NPC. Even without the modded moles, make up etc, it should work fine (maybe if it uses a custom hair mesh, it might make the NPC bald, or give them a default hairstyle you don't like.)

 

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You can have one texture per BSSubIndexTrishape ( = each part of the mesh) So if your mesh has separate shirt and pants, you can specify one texture set (or more accurately one .bgsm material file with the texture path in it) for each one. So it is possible to have multiple textures associated with one .nif file ( one for each BSSubIndexTrishape inside the .nif)

 

You can do "Colour swaps" which use different textures on the same mesh (same UV Map) to change an armor from say black to green in the Armor Workbench, but you can only have one "active" on the mesh at a time.

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