Aug 15, 2016 Racemenu Overlays not working - posted in Skyrim Mod Troubleshooting: Hello! I use Mod Organiser as my.mod organiser.and I also use LOOT and MOs version of LOOT. I use SKSE, SkyUI, and USLEEP (The version that works). Everything is up to date (I promise). I have Racemenu, (All the prerequisites), Racemenu base scripts, Racemenu Overlays, KJ Tattoos, and Neithteam warpaints. Caliente have occasionally changed body proportions for her mod, making weights for armor sets to unmatched with the body. Fixing them in BodySlide is most often just a batch build process. UNP bodies haven't really changed for a while, but it's tweaking featurs and support were lacking, until UNP and UNPP BodySlide conversion support started.
Page 1 of 3 - Colored Nails (by Magistrate) - posted in Skyrim LE Mods: Colored NailsA small description from my mods page:A retexture of UNPs and CBBEs original hands and bodies which sports colored nail polish with matching toenails, available so far: Black, White, Red, Pink, Cyan. If you like this mod, I encourage you to post a screenshot of your character with your brand new nails (of. This mini guide will show you how to use Texture Sets for Skyrim. They are a very useful tool for retexturing meshes (clothing, armours, weapons, bodies, etc) without having to duplicate the mesh files. In this guide I am going to add a new recolour for an armour, but if you want to retexture another item (like a weapon), it works exactly the same. This Skyrim Game Guide will help you install a Custom Body Replacer for both Female body and Male body, it’s important to follow the steps in the right order to avoid having to troubleshoot later. There are suggested Skyrim Mods for textures and Armour, the popular ones being CBBE and UNP textures; And of course the UNP and CBBE Armour mods.
Overview
This tutorial shows all the main steps you need to follow to create an armour or an outfit from scratch for Skyrim. If you only want to change the textures of an existing piece of clothing or change its properties and bonus, just skip the first part of the tutorial. If you want to adapt existing armours or outfits to other bodies you will have to follow the steps explained here, except that you won't have to create the mesh (but you may probably have to adapt it to the new body), the textures or the UV maps.
Currently the tools used for modelling are not completely adapted for Skyrim, there are some steps that require some manual adjustments. This will surely change in the future months and this tutorial will be updated when required.
Required tools
Creating an armour for Skyrim
The main steps to create a custom armour or outfit for Skyrim are:
Skyrim armour/clothing meshes
Skyrim armour/clothing meshes and character weight
Skyrim has introduced a new feature for characters: the weight slider. You can set the weight of characters or NPCs from 0% (the weight slider is completely to the left) to 100% (the slider is completely to the right). The changes in the shape of the character are managed using 2 mesh files for each armour/piece of clothing (this also applies to the meshes that contain parts of the body):
Skyrim Face Paint
An example of this is shown in picture Skyrim armour/clothing meshes and character weight.
This means that you will have to create two meshes for each of the armours/pieces of cloth instead of only one. In this tutorial we are going to create first the _0.nif armour and once it is finished we will adapt it to the _1.nif body
Create the _0.nif armour meshImport into Blender all parts of the _0.nif body
Editting the NiHeader in NifSkope
Deleting the BSLightingShaderProperty
Importing a mesh into Blender
Deleting the skeleton
When creating an outfit or an armour first thing is to decide what body you want to make the clothes for. If you want to create an armour that fits several bodies (male and female, for example) you will have to create different armours for each body.
That is why the first step is to import into Blender all the parts of the body you want to work with. The nif files that contain the body meshes are in the folder DataMeshesactorscharactercharacter assets.
If you are going to create the armour for a male, you'll have to import the following body parts:
If you are going to create the armour for a female, you'll have to import the following body parts:
If you want to create a helmet, a hat or earrings, you'll have to import the head meshes that are in the folder DataMeshesactorscharactercharacter assets:
There is only one mesh for the head as it is not affected by the weight slider.
As Blender has not yet been fully adapted to Skyrim, to be able to import the nif files into it you have to change some properties in NifSkope. Do the following:
Repeat these steps for all the Skyrim meshes you need to import into Blender.
Now you can import the body parts into Blender. To do that use the menu option File -> Import -> Netimmerse/Gamebyro (.nif). If you cannot find that option it is because you haven't installed NifScripts. Follow the instructions given here: Installation of Blender to install everything you need.
Body Paint Mods Skyrim Se
Once you have all the body parts imported into Blender, delete all the skeletons you've imported with them. To do this, select each skeleton (Scene Root) as shown in picture Deleting the skeleton, press the Delete key and select OK. You have to repeat this process until you have deleted all the skeletons you've imported into Blender. Take into account that each part of the body you import will bring its own part of the skeleton.
Once you have just the body meshes, without the skeletons, it is worth you save it in a blend file you can reuse in the future (if you think you are going to create more armours or outfits). This will save you repeating this importing process each time.
From now on, work in Blender as you would do for creating a mesh for any other game.
Make the armour's shape
This is the first step of the process. In this tutorial I am not going to explain how to use Blender to model 3d objects as there are already very good tutorials on the matter like this one: Blender 3d: Noob to pro. Once you have build your armour in Blender you can proceed to the next step.
When creating your armour mesh you can use some of these tips:
Creating a basic clothes mesh
You can create a basic clothes mesh following this tutorial Creating basic clothes in 5 minutes using Blender and use it as a starting point for modelling your armour. The advantage of using this technique is that it allows you to create low polygon meshes, and therefore easier to work with, that already have the basic shape you need for your armour.
Duplicating body parts
Use the Mirror modifier
Working with half of the mesh
Adding the Mirror modifier
When creating armours or clothes you can work only with half of the meshes and apply after the Mirror modifier to make the clothes symmetrical. To use this technique:
Give sense of volume
Adding a rim
Putting clothes inside the body
There are some ways of giving the impression that the clothes have a volume although they are only two dimensional bended surfaces, like:
Use several objects
I find it useful to create the different parts of the armour as independent object and joining them in a unique object only at the end, when I am going to add weights to the armour. The advantages of working this way are:
Add a material
This step is exactly the same as the one explained in the tutorial Creating a sword for Fallout because it doesn't matter the shape of the mesh you are working with: you will always add a material following the same steps.
Adding a material
Adding a texture
Map Input: UV
Associating an image to the texture
While you are making the armour object or after finishing it you have to add a material to it. The game requires the material because all textures, UV maps and properties that define how it will be seen in game are to be associated to this material.
1. To create a material, in the Editing(F9) area press on the New button (the button encircled in the image Adding a material).
2. Next, in the Shading (F5) area press the red ball (Material buttons), and that will open the area that is shown in the picture Adding a texture. Here you can change the name of the materials on the Links and Pipeline tab, change the material properties and add a texture. The material properties can also be modified in NifSkope and it is easier to do it there, so in this screen we are only going to add a texture to the material. To do so press on the Add New button on the Texture tab.
3. Once you've added the texture two new tabs will appear: Map Input and Map To. Go to the Map Input tab and select UV as shown in the Map Input: UV picture. This is important so that the mesh interprets that the texture will follow the positions of the vertices of the UV map.
4. The last step is to associate the texture you've just created to a texture image. Right now you can associate any texture to it, it doesn't have to be the right one as this will be done later in NifSkope. To associate the texture image press the Texture buttons (F6) as shown in the Associating an image to the texture picture, and in the Texture type drop down list select Image. A window will pop up where you can select the texture dds image and, as I've explained before at this moment you can associate any dds file you have as we will associate the right one in NifSkope later.
Add a UV map
UV/Image Editor
Once your armour has the shape yo want and at least you've added one material, you have to colour it or it will be seen as transparent in game.
To do this the first step is to create the UV maps. The UV maps are projections in 2 dimensions of the mesh that is a 3 dimensional object. With the UV maps you are telling the mesh what part of the texture (that is a 2 dimensional image) has to be painted on each of the faces of the mesh.
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To create the UV map:
For objects or parts of the armour with simple shapes
For objects or parts of the armour with complex shapes
Mark a seam
UV map generated using seams
In armours or clothes shapes are usually complex and to paint them it is better to create UV maps of parts of each piece of cloth. Imagine this process as the cuts you'll make to a real shirt to extend the cloth completely on a table to paint it.
To subdivide the object into parts, you have to create a series of cuts or seams in the object (like the seams in real clothes). To mark these seams:
Once you have generated all the UV maps for your armour save a file with the UV map image. You will use this file you are saving as a pattern to paint the armour textures later. To save this UV map image on the right screen select the menu option UVs -> Scripts -> Save UV Face Layout and press OK. Select the folder and enter the name of the file where you want to save your UV map on the pop up window.
Create the textures and the normal maps in GIMP
This step is exactly the same than the one explained in the tutorial Creating a sword for Fallout because it doesn't matter the mesh you are working with: you will create the textures and normal maps following the same steps.
Normal map window
Next step is to paint the textures: to do this you can use a program like GIMP. You can immport the UV map image file you saved earlier into GIMP and use it as a pattern to paint the textures: this way you will know at any time what part of the sword you are painting.
Once you've painted the armour textures save them as dds as this is the image format that the game requires. If the images don't have transparent parts you can save them with DTX1 compression. If they have transparency, saved them as DTX3 or DTX5. Make sure that the Generate mipmaps flag is marked when you save the textures.
Once you've painted the textures you'll have to create the normal maps that are the image files that will give your sword a sense of volume. You can create the normal map from the texture you've just painted, to do it this way just follow these steps:
Reduce the amount of polygons of the mesh
Reducing the polygon count
If you are like me it is likely that the armour you've build until now has a big amount of polygins, what translates into a big nif file and worse performance in game.
You can reduce the number of polygons using the Decimate modifier but that will destroy any UV map you've generated, so the best thing is to use the Poly Reducer script:
You can apply the Poly reducer script as many times as you want to your mesh, but usually after 2 or 3 applications the mesh looses its original shape and looks bad.
Add weights to the armour
This is a very important step and is what differentiates creating armours and outfits of creating any other object for the game, as only the pieces of clothing require being weighted. The weights you are going to add to the meshes is what makes that clothes in game move with the body of the character.
Each part of the armour has weights relative to the bones of the skeleton of the character. In general terms, the weight will be bigger for close bones and zero for bones that are far from that part of the armour. For example, a skirt or a pair of trousers will have zero weight with respect to the bones of the arms or hands, but will have bigger weights with respect to the bones of the legs.
These are the three main methods of assigning weights to armours, from the easiest to the most complex one:
Completely copy all the weights from another mesh
Deleting existing weights
Bone Weight Copy script
Bone Weight Copy script parameters
This is the easiest way of adding weights to an armour and luckily, in most cases, it works well and there is no need to use any other method. The steps to follow are:
Copy partially the weights from another mesh
Sometimes you will need to copy the weights from a source only to part of your armour. If, for example, you try your armour in game and see that part of it moves odd you can try fixing it by modifying the weights of that part of the armour unsing this method. To use it follow these steps:
Paint the weights by hand
This is the most difficult and arduous method for assigning weights to an object and usually it is only required to give the finishing touches to the armour, and only when none of the two previous methods have worked completely.
Painting weights by hand
To paint weights by hand (see picture Painting weights by hand):
Note: Growlf has released this utility: Growlfs TES5 Blender Animation Chain that contains some of the vanilla animations and a full skeleton. This utility makes it faster to paint the weights by hand, to refine them, as you can see the results of changing the weights immediately in Blender without having to export the mesh and test it in game. I absolutely recommend it.
Fix the dismemberment weights
Vertex groups
Right now Blender cannot copy the dismemberment data correctly for Skyrim meshes, so you'll have to do that part manually, but it is not too difficult.
Skyrim armour meshes use three body parts:
To work with these body parts look at the Vertex groups your armour has after you've assigned all the weights to it, as shown in picture Vertex groups. You will probably have already a BP_TORSO vertex group, but it will contain all the vertices of your mesh. If you want to assign some of the vertices to other dismemberment part:
If you need to create the BP_LEFTLEG or the BP_RIGHTARM vertex groups:
Then, to assign some vertices to those newly created Vertex groups:
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Go to Part 2 of the tutorialSkyrim Tattoos Mod
Go to Creating an armour for Skyrim. Part 2
Skyrim Body Paint Mod Xbox OneReferencesSkyrim Se Body Paint
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