Use BAE and extract the main ba2 file into a new folder and then extract the texture ba2 in another new folder. Then drag drop the "Tacoduck" folders from your new locations into the appropriate folders. (mesh in data/mesh yadda yadda)
Fire up game and enjoy!
Problem for me is that only the cowl and the body show up in chem lab but, no biggie for me.
I think I'm gonna upload a loose files version, I packed textures.bsa using archive2 and selecting textures in the settings for the compression, weird. Oh and thanks for pointing me about the mask not appearing in the chemlab, maybe I deleted the record which makes it craftable.
Archive version works fine. You just have to rename the esp to "TDVaultStalker.esp"... ...or rename both archives to match the existing esp
Archives won't load at runtime without a corresponding ESM, ESL, or ESP to tell the engine to load them. Their names have to match completely with the obligatory " - Main" or " - Textures" suffix.
No existing COBJ for the other outfit, hence why it doesn't show up as a craftable. Looking forward to the fixes and updates. I'm diggin the helmet/mask. Thanks for sharing!
I'm an idiot. It was so simple I didn't even notice!! Thanks for your time and helping me with the problem! About the craftables, yeah, exposed version and the helmet hat are going to be available in the final release. I just added the console command only for the exposed armor because the helmet hat cause clipping on the convex areas.
Sorry to read that mate, can't tell you if that's the cause. I made the outfit based on vanilla body. Check the Vault stalker mod, if that outfit works fine for you then is my mod which causes that bug.
I know when I tried it using CBBE I had the same issue. I extracted the mesh and opened it in outfit studio, the mesh and textures loaded up fine there and I went ahead and added sliders to it for my own use, but still invisible in game.
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Use BAE and extract the main ba2 file into a new folder and then extract the texture ba2 in another new folder. Then drag drop the "Tacoduck" folders from your new locations into the appropriate folders. (mesh in data/mesh yadda yadda)
Fire up game and enjoy!
Problem for me is that only the cowl and the body show up in chem lab but, no biggie for me.
...or rename both archives to match the existing esp
Archives won't load at runtime without a corresponding ESM, ESL, or ESP to tell the engine to load them. Their names have to match completely with the obligatory " - Main" or " - Textures" suffix.
No existing COBJ for the other outfit, hence why it doesn't show up as a craftable. Looking forward to the fixes and updates. I'm diggin the helmet/mask. Thanks for sharing!