Guest deleted1497950 Posted November 5, 2012 Share Posted November 5, 2012 (edited) I've had this problem before but I haven't modded in a while so I just need a reminder. I am creating a new armor in blender, basically just by modifying a vanilla armor a little and placing it on the CBBE body. After exporting the mesh (containing two nitrishapes, one for the skin and one for the armor) and adjusting it in nifskope to work in skyrim (by the way, is there really still not a new blender script to avoid that long, tedious process?), I put it in the skyrim data folder (via nmm by creating a temporary rar file for it) so that I can work with it in the creation kit. So now that it's available in the creation kit, I create a texture set for it (looks fine) and then create a new armor add-on and designate the textures for it from the texture set I just created, and it renders fine in the window so I click ok. Then I create a new armor referencing the armor add-on, and then an outfit referencing the armor. Ok, so then I try to place this outfit on an npc and I get the problem that's been causing me so much misery: the mesh is calling for one set of textures and thus displaying the same texture for both the armor part and the skin part (so that the armor is textured with a CBBE skin, or a vanilla skin, whichever one I choose for the skin in the traits of the npc, rather than referencing two independent textures, one for the skin and a separate one for the armor). I have tweeked it and got it to render the texture of the armor instead of the CBBE body texture, but then the skin is also textured with the armor, and I just can't seem to get the two to each reference their own correct texture set when it is on an outfit on an npc unless I choose the armor as the default skin for the npc, which I don't really want to do because I don't want their base body to be an armor, I want it to be a body (at least in theory, if not in practice) :wink: Thanks for any pointers which might lead me in the right direction. Edited November 5, 2012 by 2chi2 Link to comment Share on other sites More sharing options...
Guest deleted1497950 Posted November 5, 2012 Share Posted November 5, 2012 So I made a little progress from looking at a thread from April where Perraine commented: "In the BSLightingShaderProperty under the NiTriShape of the "Body" parts, change the "Shader Type" from '5' to '1' or '0' (1 if your using a mask file and cube map for shininess and colour or 0 if not) "The game reserves the "5" shader type to mean Skin Textures, so it will ALWAYS override what Textures are specified in the mesh by the default skin texture ... BUT ... This will mean that varying 'skin tones' WILL NOT WORK as it will see your skin texture file as a 'material' and not as 'skin'...." So I did that (changing the shader type to 0/default) and it mostly works now. The only small problem now is that it is still not shading it correctly, and it is way too dark in both the creation kit and the game. Link to comment Share on other sites More sharing options...
Guest deleted1497950 Posted November 6, 2012 Share Posted November 6, 2012 (edited) For the life of me I can't get the texture to appear not dark/almost black. :wallbash: I am sure it is not a uv map problem because I can faintly see the texture and it is there where it should be but just barely visible. My numUVsets is set at 4097, and my hasvertexcolors is set to yes and it is checked as a yes in the shader properties. I've tried many different combinations as well just hoping to get lucky once, with hasnormals on and with hasnormals off, etc. I even tried downloading nifskope rc4 and tried it on that to no avail. What else can I try??? The body part of my mesh is not dark, but the clothing is. Edited November 6, 2012 by 2chi2 Link to comment Share on other sites More sharing options...
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