IcarusShadowarsCreed Posted April 8, 2018 Share Posted April 8, 2018 I've been having this..skin mismatch thing with some characters but it seems to not want work with this race mod i downloaded.. here https://www.nexusmods.com/newvegas/mods/60622/It says to use Type 6 body, i also aleadry use NVSE and Archive Validation, it still looks like this:https://prnt.sc/j2cxsg Which is weird..and not sure how to solve, sliding tone sliders in racemenu does not change anything..I'm wondering if its like that by default..Cause i saw one here that looks just perfect:https://bbbbbao.deviantart.com/art/New-Vegas-Marie-Rose-race-478204716besides some others..and i think this is like the only Marie Rose mod at least so i assume they are the same..Anyways, can anyone help? Link to comment Share on other sites More sharing options...
madmongo Posted April 8, 2018 Share Posted April 8, 2018 If you are using this on an NPC, make sure the NPC is defined in an esm and not in an esp. There are some tweaks to your ini files that can kinda fix it for esp files, but that doesn't work for everyone. Defining the NPC in an esm is the only solution that works for everyone. A custom race defined in an esp will work properly for the player, even though the head and body will be mismatched for NPCs. It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be SHADER_SKIN, and the SF_Specular, SF_Skinned, SF_FaceGen, SF_Remappable_Textures, and SF_ZBuffer_Test flags need to be set. You can check and modify these using NifSkope. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race. Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named UpperBody.dds, then the normal map needs to be named UpperBody_n.dds and the skin needs to be UpperBody_sk.dds, and all of those files need to be in the same folder. You only define the base texture (UpperBody.dds) for the race in the GECK. The GECK just assumes that the other files will be in the same place and will have the same name. And finally, keep in mind that whatever clothes you use will have body parts defined, and those will show instead of whatever body you have defined in the GECK. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type. Link to comment Share on other sites More sharing options...
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