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zaroas

Question on texturing

Greetings general forum.


 


Today I have some questions on texturing, here is what knowledge I got from reading around:


 


Texturing is best done prior to installing loverspk plugins, and I need to archive Invalidate just prior to installing loverspk plugins only "once"


I also need to delete "archiveinvalidationinvalidated" bsa on data folder prior to archive invalidate.


 


I need the original texture before putting "replacers"


 


Here are my questions:


 


Does the informations above are true? does it mean that if I am interested on a certain skin I need to reinstall all over again?


If not, do I need to archive invalidate everytime I install skin pack (after Installed all loverspk plugins)?


 


If I follows the installation guide on XeoSP++ , the guide says that I need to archive invalidate after I put the BSA in data folder, do I need to archive invalidate again if I installed skin pack or BBB DMRA cloth replacer after I installed the XeoSP++? or should I just archive invalidate after I installed everything just prior to installing loverspk plugins?


 


Is there any "correct" method to install texture and meshes (I do know to put texture/meshes and bsa to data folder) including install order? maybe it should be done after or before installing extra race plugins? maybe prior to installing clothing packs? if yes, how?


 


Lastly, is there any armor replacer mod that replace "worn fur armor" (normally worn by bandits) and "cloth"(given when imprisoned)?


Also, I assume there are no breakable DMRA stock armor yet?


 


Thanks in advance for those who are willing to help newbies like me.


 


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At first I thought it was a question about Photoshop dds work or assigning NifSkope texture paths...


 


In general you can install any new mod files (meshes as well as textures) at anytime. With a correct archive invalidation the game will always use the loose files in the 'Data' folder instead of vanilla files in the game's BSA archives. Main point of modern archive invalidation is that it only has to be initiated once. As soon as it is active, normally you never need to worry about it again.


The original 'ArchiveInvalidationInvalidated!' mod is indeed outdated and should not be used anymore.


 


To easiest way is to use OBMM, but you need to have this application installed (get it from here in case you haven't). Launch OBMM, click on 'Utilities' and select 'Archive Invalidation'. In the appearing dialogue window make sure that a checkmark is placed next to 'BSA Redirection'. Click on 'Update now', close that dialogue window and quit OBMM.


 


From then on everytime you install a new mod, its meshes and textures will take precedence over any vanilla files stored in the BSAs if the new files are replacing them. Stock equipment replacers are a good example. Or any overhaul mod that changes vanilla races' appearance with better heads and skins. When in doubt, you certainly could repeat the above process again after installing a large mod. But it shouldn't be necessary.


 


There are a few such stock equipment replacers available for several body types. Since the meshes for item variants are identical to the base model, the two pieces of equipment you mentioned should in theory be covered by a replacer mod as well. Fur armor and sack cloth items. Most replacers are covering every piece of armor and clothing. However I don't know if they are included in the 'Break Armor Vanilla' mod.


 


A search for 'replacer' on TESNesux should yield some viable results. Which one to install depends on your personal taste in body size.


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Thanks for the answers! I really appreciate it!


 


May I ask some other questions?


 


If I do accidentally archive invalidate twice, does it affect anything, does archive invalidate affect my backups (diff folder in C: )?


 


Since I use HGEC, I assume I must look for HGEC skins even if I use DMRA BBB in-game?


 


After I used XeoSP++ it seems that no matter what kind of skin I install it won't affect the head skin at all, it does affect the body though, making it a mismatch (except some of the races not affected by XeoSP like DiabloElf), is there anyway to circumvent this?


 


Is there any extra places where I should search for skins since the choice on Tesnexus seems very limited


 


There are plenty of clean "head" saves lying around Tesnexus, I assume this is used to obtain specific faces?


 


And this might not be related to texturing but.. what exactly is "chanpon" race? why are they looks so old and wrinkly?


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The whole process of archive invalidation is just a nifty trick to force the game into using the loose file in the 'Data' folder. Otherwise it would look for the files it needs to run in the BSA archives, rendering many installed mod files useless. A backup folder in a different location can't be affected by it at all.


 


DMRA is derived from the HGEC body, a more voluptuous variant. Any HGEC-compatible texture set will fit the DMRA body. Depending on the detail level of the skin and some outfits' UV map slight distortions on the breasts can be possible, but it's nothing too bad. Examples for bodies completely incompatible with HGEC are 'Growlf's Hotbody', Robert's female and 'Fantasy Figures'.


 


I'm not sure about the issue with this version of XEO as I'm still using XEO4. Never thought about upgrading. You might ask in the XEO thread for assistance as there are many users of the newer version who are probably familiar with this weird effect.


 


Just like the issue with the Chanpon race's appearance, the ultimate remedy is switching off facegen texturing in the Oblivion ini file. This file can be found in 'My Documents\My Games\Oblivion'. In the first big block of settings there is the line bFaceGenTexturing=1 in which you'd need to change the 1 to 0 and save the file. Switching it back on in case you don't like the effect can be done at anytime by reversing the process, changing the 0 to 1. Give it a try, you will be surprised! The downside is that the Redguard race will look just like every other humanoid race as they all share the same textures. The mod 'Better Redguards' solely exists to fix this problem.


 


Better textures give every race a nicer look. They can be found on LL all over the place. Examples are the excellent textures here (many of them however are Moonshadow Elf textures, a race which is using the 'Head06' mesh! See below) or the Diablo skins here. And since Varenne's 4shared link still seems to require a password I have decided to post an alternate link to this large texture resource pack here. But if you keep on searching you are going to find many more good files.


 


Keep in mind textures are not explicitly reserved to one specific race! The more experienced you get and the more familiar with the game's folder structure and file naming conventions, eventually you will be able to use almost any race's texture set for whatever race you want. Swapping out files, sometimes being forced to rename them. Most important is to know what head mesh a race is using, this determines if a texture can be used for it or not. The major difference is between 'Head06' races and those that are using the 'Ren' head (which is compatible with vanilla Oblivion heads).


 


These head saves can indeed be used for a face import into either a savegame or an esp. The former to use such a character's appearance for your player character, the latter to make (companion) NPCs from the face data. Copying faces can either be done in Wrye Bash or using a software by the name of 'Face Exchange Lite'.


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