Duzlo Posted February 8, 2019 Share Posted February 8, 2019 Hello all, noob here Situation: 2 NPCs, I want to give them two different versions (=colors) of one item. The two versions use the same mesh, but of course not the same dds. Each of the item version has its own ARMA, ARMO and TXST entry (+OTFT for the NPCs to actually equip it). In both cases, the references are consistent, that isBoth TXST entries are referenced by the respective ARMA and ARMO entriesBoth ARMA entries are referenced by the respective ARMO entriesBoth ARMO entries are referenced by the respective OTFT entriesBoth OTFT entries are refenced by the respectif NPC entries.The paths in TX00 and TX01 are correct, and the respective *.dds files are actually present in that folder.Still, one loads, and the other one does not.I even tried to change the TX00 path of the "Redguard woman" to use the .dds file used by "Blonde woman". Still no texture for Redguard, texture ok for Blonde.Just to be clear: opening the .nif file in nifskope and checking bshader paths does not help, because that .nif file is not supposed to be linked to one single "color.dds" - there's actually no "texture\color.dds" path in thewhole nif file.I honestly have no idea what the issue could be. Thoughts? Thanks to everyone who will be so kind to help me! :)Screen https://i.imgur.com/bt6pPSw.jpg Link to comment Share on other sites More sharing options...
maxarturo Posted February 8, 2019 Share Posted February 8, 2019 (edited) You need to make 2 different meshes. Open your mesh in NifSkope apply your textures and save as "A". THEN Open your mesh again apply your second textures and save as "B". Now you have 2 different meshes which each one of your character can use individually and that CK can recognize as 2 separate objects. If you are using "textures set" in CK to apply to your meshes make sure that the paths are correct, but having 2 meshes is a more safe way to go, sometimes CK mixes things with "textures sets". Edited February 8, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Duzlo Posted February 9, 2019 Author Share Posted February 9, 2019 You need to make 2 different meshes.Open your mesh in NifSkope apply your textures and save as "A".THENOpen your mesh again apply your second textures and save as "B".Now you have 2 different meshes which each one of your character can use individually and that CK can recognize as 2 separate objects. If you are using "textures set" in CK to apply to your meshes make sure that the paths are correct, but having 2 meshes is a more safe way to go, sometimes CK mixes things with "textures sets". You need to make 2 different meshes.Open your mesh in NifSkope apply your textures and save as "A".THENOpen your mesh again apply your second textures and save as "B".Now you have 2 different meshes which each one of your character can use individually and that CK can recognize as 2 separate objects. If you are using "textures set" in CK to apply to your meshes make sure that the paths are correct, but having 2 meshes is a more safe way to go, sometimes CK mixes things with "textures sets". Thanks for your answer, but there are some details that are still obscure to me 1)As I said, when I open the mesh in nifskope, there is no path leading to "color.dds", because the mesh itself is not supposed to be linked to one single "color.dds" anyway. So I am not sure in which BShader entry I should link "color.dds" in the first place. 2)The game itself is using the same mesh with different textures all the time, why would that be different for me? 3)Yes, as I said, the paths are correct, that's exactly what surprises me: for the white girl it works, for the black girl it bugs. I even wrote in the Redguard TXST entry the same path\color.dds I wrote in the Nord TXST, and still, the Nord was cool, and the Redguard was bugged. Link to comment Share on other sites More sharing options...
maxarturo Posted February 9, 2019 Share Posted February 9, 2019 In BShader TextureSet: (counting from the top) - The second purple ball is the DIFFUSE map (the regular texture) - The third is the NORMAL map (the one that ends with "_n.dds") * klick on the purple ball and a "open file" window will appear, now link your textures. You will have to create a new object in CK for the NEW mesh. Here are some help links for texture sets, applying different textures to the same mesh in CK. http://wiki.tesnexus.com/index.php/Using_Texture_sets_for_Skyrim https://www.creationkit.com/index.php?title=TextureSet Hope it helps... Link to comment Share on other sites More sharing options...
Duzlo Posted February 9, 2019 Author Share Posted February 9, 2019 In BShader TextureSet:(counting from the top)- The second purple ball is the DIFFUSE map (the regular texture)- The third is the NORMAL map (the one that ends with "_n.dds")* klick on the purple ball and a "open file" window will appear, now link your textures.You will have to create a new object in CK for the NEW mesh. Here are some help links for texture sets, applying different textures to the same mesh in CK.http://wiki.tesnexus.com/index.php/Using_Texture_sets_for_Skyrimhttps://www.creationkit.com/index.php?title=TextureSet Hope it helps... Thanks for your input, I think I've made a small step forward. I followed part of that first tutorial and it kinda "worked"...in a messed up and unwanted way. CK removed the master from my mod, duplicated the npc, changed the formIDs and other stuff I did not fully understand. Just, why? So, (with tes5edit) I re-added the master, changed the formIDs to the correct value and...TA-DA! Texture does not show up, again. How can I solve this? Link to comment Share on other sites More sharing options...
maxarturo Posted February 9, 2019 Share Posted February 9, 2019 (edited) I'm kind of getting lost and confused here... You need to explain in detail what you are doing from the beginning (A - B - C - D...) in order to be able to help you. But first. Is this your mod - mesh ? or, you are trying to apply different texture to an other mod - mesh for your gameplay ?. Edited February 9, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Duzlo Posted February 10, 2019 Author Share Posted February 10, 2019 (edited) EDIT: someone on reddit gave me this piece of advice: "try simply redo the ARMA/ARMO/OTFT entries for the Redguard from scratch". I did. It worked. No idea why. Anyway thanks again for helping me I'm kind of getting lost and confused here...You need to explain in detail what you are doing from the beginning (A - B - C - D...) in order to be able to help you.But first. Is this your mod - mesh ? or, you are trying to apply different texture to an other mod - mesh for your gameplay ?. You're right, sorry. The item is from a mod. I did "Copy as a new record into.." of the relevant ARMO, ARMA and TXST entries from OriginalMod to MyMod: this way I don't need OriginalMod as master for MyMod.I have copied the meshes and textures from mesh\OriginalMod and textures\OriginalMod folders to mesh\MyMod and textures\MyMod folders, and I upgraded the paths in the ARMA, ARMO and TXST entries when needed.Now I'll copypaste the tutorial, I will write like this to indicate what I did, and like this what I did not, with an explanation for the reason why I didn't. To create a Texture set: In the Object window expand the menu Miscellaneous, select the TextureSet category and then choose any of the existing Texture sets. Double click on the selected Texture set and a window will pop-up like the one shown in picture Texture set. In this window: Change the Texture set ID to make a new set of textures. (I did not change the formID, because I had already created an entry with tse5edit) You can set up to 8 different types of textures in one Texture set. The most commonnly used are the Diffuse (colour) and the Normal map. To add or change one of the existing textures:Repeat the process for each of the texture files you want to add to this texture set. (I only need to change one texture) Highlight the texture you want to change by clicking on it Press the Edit button: this will open an explorer window. Go to the folder where your texture file is, select it and then press the Open button. Now you'll see that your dds file is displayed on the preview window. Once you are done, press the OK button, the CK will ask you if you want to create a new form: answer Yes. (CK did not ask me if I want to create a new form, because I had already created it earlier) Create a new Armour Addon by making a copy of the existing Armour Addon we want to retexture (see Add the armour to the game using the CK for reference on how to create Armour Addons). (I did not create a new Armor Addon because I had already created it earlier) On the Armour Addonproperties window, press the Select button of the Bipped model that contains the mesh that you want to retexture. This will open a window like the one shown in picture Assign the Texture set to the armour. In this window: Select the node you want to retexture and right click on it and then select New from the pop-up menu. A window will appear showing all the available Texture sets. Choose the one you want to use and press the OK button. Now you'll see that, in the preview window, your armour has a new texture. If your mesh has more than one node, repeat the process as needed but take into account that you only have to assign texture sets for the nodes that you want to retexture. If you want to leave some of the nodes with the textures that the base mesh uses (like for example, the parts where the skin is shown), you don't need to add any texture set to those nodes as shown in picture Assign the Texture set to the armour. (I only need to modify one node) The last step is to create a new Armour object and placing it in the world (see Add the armour to the game using the CK for reference) (I didn't create a new Armour object because I already created it earlier, and I did not place it in the world, because I don't want my object to be found somewhere, I want it to be equipped by a NPC) I really want to thank you for your patience and for the time you are spending to help a random noob from the internet. You are a kind person. Edited February 10, 2019 by Duzlo Link to comment Share on other sites More sharing options...
maxarturo Posted February 10, 2019 Share Posted February 10, 2019 (edited) Ok i think that i understand where your problem is. - You have place (copy - paste) meshes and texture to your folder from original mod. - You opened CK, created a new object (armor or cloth) and then you applied your textures to "Armor A" that was the copy - paste mesh from the original mod. - NOW to apply your second textures to the same mesh: you need to "DUPLICATE Armor A" in CK and rename it to "Armor B", when renameing the "DUPLICATE" a window asking to create a new form will appear, press NO, a second window will appear to ask if it should be rename, press YES. - Now you have 2 different "EDITOR IDs" of the same mesh. (CK consider this as 2 different objects and this is what you want). - Now you can apply your second texture sets to "ARMOR B". * This is actually the steps you have to do to apply different textures sets to the same mesh in CK. * Helping a stranger or a newbie will only help in creating better mods and modders, and is something that everybody should do !, it a win win situation... Edited February 10, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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