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Cannot seem to get Outfit Studio mashup in game...


thrax7545

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So I've been trying my hand at mashups recently, and for my first few had no problems, then suddenly something happened in my workflow to cause any new mashups to appear invisible in game.

I can't say what I'm doing differently to cause this, but I'll outline my workflow, and perhaps someone will be able to point out my mistake.

 

 

I start by loading 2 or more armor pieces from different mods into OS. I'll work the meshes to my liking, add sliders and export as a new nif in bodyslide.

I run all of this through MO2, so I have to pull the new mesh out of the overwrite folder and put it into an existing mesh folder (typically the mesh folder of the primary mod in the mashup).

 

Next I'll open all the related plugins in xEdit along with a custom esp I've created called "mashups", I will then make all the related mods masters to my "mashups" plugin.

 

I'll add new "Armor Addon", "Armor" and "Constructable Object" records for the new outfit into my "mashups" plugin copied as new records from the primary piece of my mashup.

I'll redirect the AA records to where my new nif resides, change the corresponding Armor record to see the new AA and the CO record to see the new Armor. Finally I go in game and build it.

 

 

Like I said, this method worked half a dozen time, and now the armor appears invisible. Also, it should be noted that one time it half worked where 2 of 3 pieces in a mashup showed up, but the 3rd piece was invisible. I'm wondering if this has something to do with MO2's virtual file structure, but I really just don't know. Everything shows up in nifskope so my only conclusion is that the game isn't properly directed to the mesh in the esp? Why would only half a mashup show up in that case? Also, shouldn't I get a crash if that's the case?

 

Anyway, shot in the dark here. If you guys happen to have any input it would be much appreciated...

Cheers!

Edited by thrax7545
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Heyas Thrax.

The 3 things that come into my mind right off the bat -

1) The body slots that you used aren't correct. Such as using a body slot that the mesh is not designed to use. For example, you can't use the slot for eyeglasses on a pair of boots unless the boots are made to be worn on the head.

2) Maybe you didn't assign the body parts correctly in Outfit Studio (I dunno on that one, I've never actually tried using it) so that is a guess.

3) The game is not reading the meshes correctly. Perhaps you don't have it set up correctly as far as point the .esp file to the mesh files correctly, or it needs to be compressed to a ba2, or something like that. Or maybe the file wasn't saved correctly or was corrupt.

 

I do apologize, I'm afraid that my knowledge in this area is kinda limited, and can only think of the technical aspects of what might cause this. But I hope it points you in the right direction.

-Storm

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Thanks for stabbing at it.

The body slots are correct, that's something I make sure to look at when I'm altering the old records for the new armor.

I'm pretty sure you're right about number 3 though. I'm going to bring up the plugin in the ck and see if I can work it out from there.

I'm not great with the ck, but I have a feeling that something is going wrong with my manual input in xEdit and the ck will solve that issue for me by automating it.

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Hiya Thrax. No problem, tho I wish I had better info to give you. Especially about the CK. I definitely wish you good luck there. I myself have huge problems trying to figure stuff out in the CK and have so far just stuck with xedit.

 

If it continues to give you trouble you might try posting about it there in the CK portion of our forums. It seems like some of the folks that post in there, don't visit the rest of this section of the boards very often. https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/

 

But yeah, I definitely wish you good luck and hope that your project goes well :)

 

Cheers!

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