If you have problems, I NEED DETAILS. Too vague, and I cannot help. It's that simple. Created in SSE, untested in Oldrim. Latest uses Texture Sets in the esp, no extra meshes.
I'm having a strange problem here. The female gloves look fine on the ground and in inventory, but are the same old (original) brown when worn. Both in first and third person view. :(
The male gloves and all boots work great, though. :)
I just checked again, and all the colors are definitely assigned to Female biped model, to show when worn. Edit: That was in SSE. The LE somehow hadn't gotten changed.... Fixing now.
I just downloaded this a couple of days ago. But I'll download again.
*EDIT* OK, same thing is happening. I looked in the creation kit and figured how to change textures. It works fine for the male gloves, but not the female. It actually looks like the inside of the female gloves are changing color. Actually, it kinda looks like the male glove is covering the female one. Could both meshes be displaying?
OK the "loose" version works in oldrim!!! Boots and gloves are excellent! They look great on my followers...makes them a bit easier to keep an eye on in a heavy fight! Just one problem...the red gloves don't have color they're there, but that light purple color. All the other items have there proper colors...Thanks!!!
Great design, but would love to see these in more toned-down colors that fit better into the game world. Even the brightest red vanilla stuff in the game (e.g. parts of the Imperial armor) aren't anywhere near this saturated, and the blues and greens and purples are also much more muted. Like, I would cut the saturation probably 50% (or less but also turn down brightness/lightness on some – kinda depends on the color luminosity). Anyway, I especially like the Celtic knotwork on the gloves.
Understood (and I've already done it). I'm just suggesting this would be a much more popular mod if it had a toned-down option.
Regardless, your BSA file is broken. All the paths in it start with "users\anna\documents\mods\anna's mods\glovesboots\" which doesn't exist anywhere but your own hard drive. :-)This is why people are reporting missing hands and feet.
Fixes: * Now has correct game-relative paths. * "red" misspelled as "rws" in texture filename for gloves (fixed in filename and NIF references to it) * Male and female glove NIFs were missing the *_s.dds skin textures, which will cause seams.
I have already done both, fixed Rws AND an optional less saturated, in the Files section. I don't understand how that could happen with the nifs, however, as I did specify Relative Paths in Nifskope for both SSE and Oldrim:
In the course of integrating my toned-down colors, I realized that all these separate NIFs could be replaced with TXST (Texture Set) records in the ESP. This saves disk space, download time, and (most importantly) game RAM; the reason this game crashes so often is RAM limitations.
Here's a tweaked ESP and a trimmed BSA (just with your original color schemes): download from Mega.
However, there's another issue: neither bootsgold_n.dds nor bootssilver_n.dds are valid DDS textures. They appear to have DDS headers, but they do not contain DDS image information. I'm not really sure what the game is going to do when it encounters these. I guess I'll test it soon enough, though I've already generated replacements that are just an alpha channel, in case the broken ones cause problems.
> I don't understand how that could happen with the nifs, however, as I did specify Relative Paths in Nifskope for both SSE and Oldrim
Well, the NIFs themselves were fine, and were using relative paths. It's the BSA that wasn't. Either something needed to be set in whatever tool you were using to create the BSA archive, or you pointed it at a working copy in that "anna's mods" directory instead of at the game-location copy; that would be my guess.
I use BSAOpt for this sort of thing, and it's been working well.
I used the Archive tool that comes with the game/CK, and I specifically navigated to the correct folder in the game directory to save it. It's a pretty straight forward thing and I've been using it for 7 years. What could possibly have to be set? Btw, even the vanilla Gloves didn't have a _s file, so I don't know why that error comes up, and I wouldn't know the correct place to add one, or even how to make one. The vanilla _n does not have an Alpha, so I'm not sure why you would add one.
I'm honestly not sure what went wrong with your BSA path; since I use BSAOpt, we have a different effective toolset.
Gloves: It's not the gloves themselves missing *_s.dds textures, but the skin part (the index 0 branch in the NIF – the wrist stuff you can see where the glove opens). The NIFs and optimized ESP I supplied fix this, using vanilla resources.
Those two *_n.dds files: I didn't add an alpha channel; I created empty replacement files that just consist of alpha. Those two *_n.dds files aren't valid DDS textures (at least not for Skyrim LE/Oldrim). At a blind guess, I suspect they are Skyrim SE format, which has some new compression scheme for normal maps (DXT11? something like that), which doesn't work in LE/Oldrim, nor in most other image tools. LE uses uncompressed *_n.dds and *_msn.dds file. These two files can't even be read by GIMP or IrfanView, and when I tried TexBlend on them, it was able to open them but just treated them as pitch black squares. At any rate, I have not actually tried implementing my two replacement *_n.dds files, since I need to see whether the broken ones actually cause an in-game problem first.
Anyway, if it's of any use to you, here is what I'm merging into my game: * Even-more-toned-down color versions, as separate items (-35% to -45% saturation, plus the black version lightened a bit to match other black leathery stuff). I looked at vanilla outfits with some fairly bright colors in them, like the Emperor Outfit, to use as guides. * New items craftable separately and also in the leveled list. * Optimized ESP and BSA – without redundant mesh files, but using TXST records instead. This BSA also includes the new, extra-muted colors. * Your semi-muted colors separately. * The yellow items got tint-adjusted to not be greenish (they came out leaning that way for me). Made this adjustment to all three texture sets (original, your semi-muted, my more-muted).
What I'll probably really do in my final version before I merge it into my "Merged Gear.esp" is also make Radiant Raiment have more than 1 item from the list, and also merge your added LList into my Radiant Raiment merchant chest, which other mods have also tried adding stuff to. And will use your semi-muted color set in place of the base one, so I have a semi-muted but still pretty bright set that will match various mod outfits, and a more-muted set that matches more vanilla outfits. I can't think of anything I have that will go with the full-bright original version. :-)
Anyway, feel free to do anything you like with any of this; I'm not the faintest bit proprietary about extra records in an ESP file or variant colors of a texture file.
Definitely glad to have more non-armor gloves, though! The game was rather sparse with those, and it got tiresome to have my mage followers all wearing the same brown or black vanilla gloves.
Sorry, after making the boots and gloves ...and putting them on a follower her hands and feet disappear!!! Seems the is no texture or color but there is an .esp!!!
Uh... Yes, there most certainly IS: Meshes, Textures, and esp. Created in SSE though, untested in Oldrim, but meshes and esp were properly converted for Oldrim.
22 comments
Too vague, and I cannot help. It's that simple.
Created in SSE, untested in Oldrim. Latest uses Texture Sets in the esp, no extra meshes.
But don't you need the SE version for porting?
The male gloves and all boots work great, though. :)
Edit: That was in SSE. The LE somehow hadn't gotten changed.... Fixing now.
*EDIT*
OK, same thing is happening. I looked in the creation kit and figured how to change textures. It works fine for the male gloves, but not the female. It actually looks like the inside of the female gloves are changing color. Actually, it kinda looks like the male glove is covering the female one. Could both meshes be displaying?
Regardless, your BSA file is broken. All the paths in it start with "users\anna\documents\mods\anna's mods\glovesboots\" which doesn't exist anywhere but your own hard drive. :-)This is why people are reporting missing hands and feet.
Fixes:
* Now has correct game-relative paths.
* "red" misspelled as "rws" in texture filename for gloves (fixed in filename and NIF references to it)
* Male and female glove NIFs were missing the *_s.dds skin textures, which will cause seams.
I don't understand how that could happen with the nifs, however, as I did specify Relative Paths in Nifskope for both SSE and Oldrim:
Here's a tweaked ESP and a trimmed BSA (just with your original color schemes): download from Mega.
However, there's another issue: neither bootsgold_n.dds nor bootssilver_n.dds are valid DDS textures. They appear to have DDS headers, but they do not contain DDS image information. I'm not really sure what the game is going to do when it encounters these. I guess I'll test it soon enough, though I've already generated replacements that are just an alpha channel, in case the broken ones cause problems.
Well, the NIFs themselves were fine, and were using relative paths. It's the BSA that wasn't. Either something needed to be set in whatever tool you were using to create the BSA archive, or you pointed it at a working copy in that "anna's mods" directory instead of at the game-location copy; that would be my guess.
I use BSAOpt for this sort of thing, and it's been working well.
Btw, even the vanilla Gloves didn't have a _s file, so I don't know why that error comes up, and I wouldn't know the correct place to add one, or even how to make one.
The vanilla _n does not have an Alpha, so I'm not sure why you would add one.
Gloves: It's not the gloves themselves missing *_s.dds textures, but the skin part (the index 0 branch in the NIF – the wrist stuff you can see where the glove opens). The NIFs and optimized ESP I supplied fix this, using vanilla resources.
Those two *_n.dds files: I didn't add an alpha channel; I created empty replacement files that just consist of alpha. Those two *_n.dds files aren't valid DDS textures (at least not for Skyrim LE/Oldrim). At a blind guess, I suspect they are Skyrim SE format, which has some new compression scheme for normal maps (DXT11? something like that), which doesn't work in LE/Oldrim, nor in most other image tools. LE uses uncompressed *_n.dds and *_msn.dds file. These two files can't even be read by GIMP or IrfanView, and when I tried TexBlend on them, it was able to open them but just treated them as pitch black squares. At any rate, I have not actually tried implementing my two replacement *_n.dds files, since I need to see whether the broken ones actually cause an in-game problem first.
Anyway, if it's of any use to you, here is what I'm merging into my game:
* Even-more-toned-down color versions, as separate items (-35% to -45% saturation, plus the black version lightened a bit to match other black leathery stuff). I looked at vanilla outfits with some fairly bright colors in them, like the Emperor Outfit, to use as guides.
* New items craftable separately and also in the leveled list.
* Optimized ESP and BSA – without redundant mesh files, but using TXST records instead. This BSA also includes the new, extra-muted colors.
* Your semi-muted colors separately.
* The yellow items got tint-adjusted to not be greenish (they came out leaning that way for me). Made this adjustment to all three texture sets (original, your semi-muted, my more-muted).
What I'll probably really do in my final version before I merge it into my "Merged Gear.esp" is also make Radiant Raiment have more than 1 item from the list, and also merge your added LList into my Radiant Raiment merchant chest, which other mods have also tried adding stuff to. And will use your semi-muted color set in place of the base one, so I have a semi-muted but still pretty bright set that will match various mod outfits, and a more-muted set that matches more vanilla outfits. I can't think of anything I have that will go with the full-bright original version. :-)
Anyway, feel free to do anything you like with any of this; I'm not the faintest bit proprietary about extra records in an ESP file or variant colors of a texture file.
Definitely glad to have more non-armor gloves, though! The game was rather sparse with those, and it got tiresome to have my mage followers all wearing the same brown or black vanilla gloves.
Created in SSE though, untested in Oldrim, but meshes and esp were properly converted for Oldrim.