Zzyxzz Posted June 15, 2018 Share Posted June 15, 2018 Hello, i've noticed a field, that is visible with FO4Edit in the bodypart section, which is called NAM5 Texture Files Hashes and contains Hex code.I've also translated(not everything was readable) the Hex and it says something like [unknown characters]dds [unknown characters]dds [unknown characters]bgsm Its not visible within the creation kit, anywhere. At least i think so. Modifying a bodypart with the CK, does not transfer those values to the new esp!? Why? Has anyone an idea what this could be and is used for? Link to comment Share on other sites More sharing options...
Thirdstorm Posted June 15, 2018 Share Posted June 15, 2018 I have an educated guess, based upon errors when rebuilding NPC's and some armor records kicking back errors when editing those NPC's.. Some armor records, including "bodies" will report "invalid or missing skin texture", which appears to be used for NPC's that have FaceGen / SkinTint. Inside the armor records you can assign a skin texture set, but that doesn't actually resolve the error (one of the CoA vanilla outfits gives that error if memory serves) and it continues to report it. Assuming that the those fields are the same records inside the Body Part Record, a skin texture set, itks not an unlocked field in our version of CK, and FO4 reports it as unknown. I've run into a couple other fields "locked out" in CK that are editable in FO4Edit. You could try copying the field from the "Human Body" record. Once I'm back at my desk I'm going to see if I can find that CoA armor record and see if copying said field over in FO4Edit clears the error in CK. Btw thanks again for the patience last year when pointing out the errors and correct way to edit NPC's I the first place. Link to comment Share on other sites More sharing options...
zilav Posted June 15, 2018 Share Posted June 15, 2018 Those are hashes for the folder and file name parts of textures used in provided nif to speed up preloading lookup in BSA/BA2 archives which utilize hashes in their files table. If they are missing or mismatched the game will still load them anyway (like it loads all loose files which don't use hashes), just not as "optimal". Link to comment Share on other sites More sharing options...
Zzyxzz Posted June 15, 2018 Author Share Posted June 15, 2018 Thanks for the answers. I already thought of that what zilav wrote, but was unsure about that.The question is now, why the creation kit does not copy them? And if we should maybe copy them with FO4Edit? @Thirdstorm, np. Its always good to help each other and work together as a community :-) Link to comment Share on other sites More sharing options...
zilav Posted June 15, 2018 Share Posted June 15, 2018 They are optional - sometimes CK updates them, sometimes not. Whatever. Link to comment Share on other sites More sharing options...
Zzyxzz Posted June 15, 2018 Author Share Posted June 15, 2018 Yea, but adding them, should maybe increase performance. Link to comment Share on other sites More sharing options...
zilav Posted June 15, 2018 Share Posted June 15, 2018 No way you'll ever notice a difference. Those hashes were usefull in Oblivion I guess considering the state of used game engine and available hardware at that time. Link to comment Share on other sites More sharing options...
Thirdstorm Posted June 15, 2018 Share Posted June 15, 2018 Good info, thanks! Link to comment Share on other sites More sharing options...
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