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Turning a body into an armor?


FishBiter

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So here's my plan. I want to take a body mesh and make it into a wearable armor.

 

I figured this would be simple, and for the most part it was. Using FNVEdit, I switched the mesh ( biped object ) of another armor our with the mesh for the body. Went in game, and that worked as expected; when I equip the armor, my character is now wearing the other body.

 

Just one problem! The skin is messed up. Apparently, instead of using the custom skin texture that wearable armor is supposed to use, it tries to use my actual character's skin texture. I opened up the mesh for the body ( the one Im turning into armor ) and it is indeed pointing to the texture that it is supposed to use. But it isn't using it.

 

 

So does anyone know how I can make the wearable body use a texture other than my character's default skin texture? It's weird having nipples on my arms.

 

 

 

For reference, if it helps, the body in question is the Muscle Girl body. The reason I want to do this is so I can "hulk up" my character when I want to.

 

I've noticed that when I equip any of the muscle girl outfits/armors that come with the mod, I have the same skin problem; the body model changes, but the skin remains the same and I end up with nipples in awkward places.

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In nifskope, select the BSShaderPPLightingProperty and in block details change Shader Type from "SHADER_SKIN" to "SHADER_DEFAULT".

Or just copy and paste the BSShaderPPLightingProperty from any armor and change the texture paths.

Edited by DizzasterJuice
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Thanks! I had some suspicious about that setting, just didn't know what to do with it. There was actually more I had to do after that, since at that point it was still using the default texture for my race ( nipples in weird places o_O )

 

 

So, in case anyone else comes looking for this information..

 

After changing BSShaderType to Shader_Default,

 

I also had to change the BSShaderFlags. I had to uncheck SF_facegen, and then check on SF_Shadow_Map

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