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Question about Body .nif


HEGEMONIAN

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Please pardon the noob question; but this is driving me nuts.

 

 

I've been trying to locate the mesh/.nif that is used for Raider females when clothed.

 

For example, the femaleupperbody.nif is the underwear mesh used when the character has been stripped. (now replaced by some talented models to be a nude mesh).

 

However, when a female raider is alive/clothed, it appears to be a different mesh used...this can be seen by using the topless painspike armor mod....the clothing top is gone, but the mesh underneath is some vanilla mesh far less nice looking than the replaced underwear mesh.

 

Does anyone know which mesh handles the clothed vanilla female form, or am I wrong in my thinking here?

 

 

Please and Thank You.

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I'm going to bump this just once...hoping one of the mesh modelers will see it.

 

 

 

Just to make sure my question was clear;

 

 

There are two female body meshes. All the mesh makers are using the femaleupperbody.nif, which is the underwear mesh.

 

The problem is, when the character is clothed a different mesh(.nif) is used by the engine. Meaning, all the topless armors can only utilize the vanilla female top.

 

If we can locate the correct mesh that is used when a body is still clothed, then we could, for example, take Growlf's "well endowed" female mesh and you would see that with the topless armors.

 

 

I have extracted and gone through/tested every mesh in the archive I could, and cannot find the correct one.

 

 

Any help, would benefit all of us. :thumbsup:

 

 

Thanks.

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If only partially or transparent clothing is worn the body below has to be in the clothing .nif.

 

It's not like in real life where clothing is worn over the naked body- in Oblivion and FO3 the clothing .nif replaces the body.

 

That's why it's (without sctipts) impossible to to use one body type with different clothing from various modders. If you wish this you have to rework every modder's armor to fit the wished body.

 

The used texture belongs to the name of the NiTriShape, and SHADER TYPE 14 enforces the using of skin textures.

So ARMS01 and UPPERBODY combined with Shader Type 14 always use the upperbody(female).dds, LEFTHAND:0 or RIGHTHAND:0 the hand(female).dds and so on.

 

And race specific textures are selected by GECK, but they must have genderspecific names.

 

Greetz, Growlf

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So it is.

 

If you wear an armor/ clothing/ body part with a specific slot (= Biped Object in CS/ GECK), for example UPPERBODY, it displaces the item that was at this slot before.

 

That's why you can't wear an armor OVER a body- the body has to be INCLUDED in the armory .nif.

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  • 10 months later...

since this fall under the same catagory for the topic.

 

Has anyone else had issues with the body/cloths nifs when imported into nif-gmax.

 

Problems like oh idk maybe NOTHIN THERE. :wallbash: :wallbash: :wallbash:

 

Sry about that. Now that I'm calmed down, I'll explain in detail the problem i've had and my theory on the problem cause.

 

For starters I'm not useing a computer that has fallout 3 on it, might be the problem. So i've been using i've been using other peoples body nifs (note: i have no plans to of useing them for knock-off body replacers :glare:), but the models aren't there when i import them.

 

I've ruled out that nif-gmax doesn't like nif from other mods. Modded weapons, buildings, and hats (wtf) nifs import perfectly. Only the body and cloths nifs import with no model to work with.

 

Male, Female, Raider, and Deathclaw are just a few that I've tried.

 

Anyone got a solution, i'm all ears :thanks: .

 

Ps: :whistling: Sorry if I stole the thread. :sweat:

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