My CK Help Thread

Post » Fri Jan 11, 2013 10:32 am

CCNA We have merged his threads into one so he can get help on his mod in one place. Please check the last page of this thread for the current topic of discussion. Thank you. Have a nice day.


Hi as you know armors with naked portions of the body shows up different textures from different races like human , orcs , khajiits etc , now how can I do to link a new kind of skin like a tattoed skin to the armor? Ok Perhaps I need to make a new skin texture for each race but how do I link to the armor so that it cycle throught them according to the race type? where is the connection in armors?
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Ysabelle
 
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Post » Fri Jan 11, 2013 5:01 pm

In the Nifs, there are separate NifTriShapes for the "exposed" body parts. These have a BSLightningShaderPropertyShaderType node with a 'Shader Flags 1' setting of type 'SkyrimShaderPropertyFlags1' that has the 'SLSF1_FaceGen_RGB_Tint' flag set. I'm guessing that's what lets the engine know to apply the correct skin color.
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Sweet Blighty
 
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Post » Fri Jan 11, 2013 8:06 pm

But how I do point to the right texture?
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Natalie Taylor
 
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Post » Fri Jan 11, 2013 6:45 pm

That flag btw is only on the faces not the body parts ...
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victoria gillis
 
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Post » Fri Jan 11, 2013 9:54 am

I even explored the making of vampire race but. I couldn 't find any references to fac morphing , add of teeths. Change of eyes an kin colors ....any ideas?
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Quick Draw III
 
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Post » Fri Jan 11, 2013 9:23 am

Well, I don't know much about skin, but in the ARMA, you have a skin swap list, used for Argonian and Khajiit skins.

As far as I see, there's nothing special about Orsimer skin in ARMA records. IIRC Seren4XX, creator of Ashen, said that skins are special, there's a shader that automatically looks for the correct skin based on the race. Ashen has special ARMO for the naked skin, allowing custom mesh and texture path; it also has a TextureSet that I don't know used in where. Don't know how they relate though.
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Cody Banks
 
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Post » Fri Jan 11, 2013 2:44 pm

Well, Seren said that in a private conversation when I asked them how skin actually works, can't exactly give you a link, but I'll post a quote.

As for ARMA, check out creationkit wiki. I don't exactly understand why they even need to use the skin swap in the first place, nor do I understand how it works.

Those skin swap are mostly used with special models specifically made for Khajiit and Argonian, mostly gauntlets. There are no Khajiiti or Argonian specific models for armors like Hide Armor or Fur Armor (which shows a fair amount of skin on male and female), but they work just fine.

If you want to apply different texture at runtime, I don't think it's possible with vanilla script functions. Even color variations for Monk Robes are done via TextureSets, which are applied to correct nodes (most vanilla meshes only have 1 or 2 nodes), and they use entirely new ARMA and ARMO. Not to mention that custom meshes tend to have different nodes for the skin/armor part. Closed vanilla armors (like robes) do not have skin node at all.

IIRC SKSE has functions for dealing with TextureSet, but yeah, see above about nodes.

Mostly, skin texture is dealt entirely by the game engine.
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Kelly James
 
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Post » Fri Jan 11, 2013 2:20 pm

I know how to swap textures on armors or items by using texture sets , the problem is on skins of characters that seems not use such system so perhaps something coded elsewhere or somehow differently , I tought of a race switch when tattoing but this could imply some problems with other compatibility mods or DLCS...
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Aman Bhattal
 
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Post » Fri Jan 11, 2013 8:48 pm

Here's what Seren said about skins:
even though the
armors have a set texture path that is
actually more of a back-up path. Body parts
have a special shader type set that lets the
game chose the correct skin texture
according to what has been set by the race

If you want to apply tattoo to skin, go Hentai's route with Dark Sisterhood Armor: create a plane that fits the body shape, and apply a texture to it. Make it a clothing without keywords.
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Solina971
 
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Post » Fri Jan 11, 2013 7:21 am

if you mean a overlay of transparent mesh over the body , doesn't work because creates weird intrusion when the character moves ...

the best would be apply something like the decal of warpaints but not sure how to apply it to bodyrather than face ...
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Honey Suckle
 
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Post » Fri Jan 11, 2013 7:42 am

The more I dive into it and the more it seems I have to create a race switch , that way I can have all the power on the skin texture swap list that seems to use texture sets and form lists ...

that said by making a new race switch I need to duplicate exactly the same race like nord , argonian , khajiits, imperials etc ... but i hope that by making the switch change it won't change the appearence of the player , like for example the vampire use also a different race duplication tough they add some changes ...

This rises the problem that if a mod looks or needs a specific race pointing to work if the player is using the "paintedrace" those mods will not be able to find that race and so won't work , same said for the DLCs.... so how to overcome that problem?
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Svenja Hedrich
 
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Post » Fri Jan 11, 2013 8:30 am

I mean create an armor mesh with the tattoo overlay, similar to how hoods work.

You can try changing player's race like werewolf and vampire lord work, but in both cases the original race's skin is non-existent. You'll need to create separate races for each vanilla races to account for different skin color or Khajiit furs or Argonian scales. Not to mention if people use custom race.

Still, I say do what works for you. Ultimately you'll use the mod yourself, so just do things sufficiently.
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Matthew Aaron Evans
 
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Post » Fri Jan 11, 2013 12:34 pm

I kmow that you can at max make the mod you create as esm format in version control depend on 2 official esms like skyrim and update .... But some mods will require the use of content from other dlcs and so have the dependency on them , so far as I know is not possible to add more so I would like this thread to discuss the possibilities of how toovercome this limitation , perhaps other modders tools like TesVedit could solve it ?
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Karl harris
 
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Post » Fri Jan 11, 2013 7:49 pm

is it possible to change a warpaint with a script ? Actually what I needed is to remove the actual warpaint , register it add another and when the script ends , put back the old ... is that possible at all ?
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Marina Leigh
 
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Post » Fri Jan 11, 2013 5:49 pm

I'm not sure if script can do it, but depending on the situation you could always just swap out the Actor for one with the new warpaint. That's how Beth almost always does NPC appearance changes. (I.e. when a certain someone gets her face burnt to a crisp, it's a new actor entirely)
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Blessed DIVA
 
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Post » Fri Jan 11, 2013 4:29 pm

I need to do it or the player...
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Kat Lehmann
 
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Post » Fri Jan 11, 2013 9:05 pm

I would love to see a mod that does this - Warpaint when I go out adventuring, take it off when I am in town or home.
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CYCO JO-NATE
 
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Post » Fri Jan 11, 2013 11:08 am

Any ideas on how to do it ?
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Makenna Nomad
 
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Post » Fri Jan 11, 2013 8:32 pm

Not a clue. Maybe a spell that would apply the warpaint via a subset of the showrace menu routine.
I would just like it to be a selectable item in the inventory - just equip / unequip. Like a mask - but a selected warpaint.
I am not a scripting expert. I would think that SKSE would have something in its tool kit to do this.
It shouldn't be that hard, but I have no clue.
Amethyst Deceiver, Hypno, JustinOther, or other scripter savants should be able to whip this up in a jiffy :)
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TRIsha FEnnesse
 
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Post » Fri Jan 11, 2013 8:21 am

How did this work in Fallout 3? I remember it was possible to do perhaps there is a script that can be used here too?
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Love iz not
 
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Post » Fri Jan 11, 2013 6:25 pm

TES5Edit can add, remove, and clean master dependencies. Also you can manually edit the masterlist, but the automated methods are generally what you're after.
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Damian Parsons
 
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Post » Fri Jan 11, 2013 2:25 pm

can tesedit add more than one dependency ?
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Del Arte
 
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Post » Fri Jan 11, 2013 8:22 am

Can merge the add on esp worked on a base made esm to the main one ?

Example

Myawesomemod_update.esp and Myawesomemod.esm

The esm is depending on skyrim.esm and uosate.esm

Then I merge the Myawesomemod_update.esp into the Myawesomemod.esm

So I have now only one esm with the former dependencies and this version control can handle fine.... But


If I make another Myawesomemod_update.esp with dependency on skyrim.esm update.esm and dawnguard.esm , the version control stops working and will not allow me to merge the update into the main esm....

So what can I do? Can I use tes5edit for merging the new update.esp into the main mod esm? Will the Myawesomemod.esm have then the 3 dependencies on the vanilla esms? Will ck load that esm or will consider it broken?

So far you can load esps with multiple dependencies ifyou set up the ini file but what about esms?
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Ann Church
 
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Post » Fri Jan 11, 2013 9:14 am

TES5Edit should be able to do all that you described but i don't know if the Creation engine will allow esms to have more than two dependencies. You will just have to try it to find out.

On an aside i am interested to know what the purpose is of the dependency on Update.esm.

Edit: I just bought Hearthfires (2.49$, good deal) and i see that even Beth's Official DLC does not have a dependency on Update.esm.
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Dragonz Dancer
 
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Post » Fri Jan 11, 2013 11:10 am

I don't think there was any kind of 'warpaint' like thing in Fo3. There were facetypes and like, dirt, maybe. But I don't think you could change them. Again, Bethesda would, if anything, just use a new Actor.
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NEGRO
 
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