Originally Nexus user midgard9 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here.
Hi folks,
got a question and didn't find the specific answer here or in the step forum.
Creation Kit tintmasks issue:
I'd like to export facetextures and makeup via CK and CTRL+F4, unfortunately I've got the red forehead bug.
Before using MO I've renamed/moved the (textures/actors/character/character assets/)tintmasks folder to avoid the bug and restored the folder afterwards.
That's the only working way I know to avoid this problem.
Well, (how) can I do the same with MO and without corrupting anything?
Thanks ahead
Thanks for taking the time trying to find the answer. Can't recall having seen this issue before. If I have interpreted your question correctly its easily solvable.
My interpretation: Before starting the Creation Kit (CK):
Move directory tintmask in directory /data/textures/actors/character/character assets/ to directory X
Start the CK and edit stuff.
Quit the CK
 Move the directory tintmask back from direcoctory X to /data/textures/actors/character/character assets/
Mod Organizer (MO) uses a virtual filing system. See "Q: Why is my Skyrim Data Folder [ …\Steam\SteamApps\Common\Skyrim\Data\ ] empty? Where are my Mods?" in the FAQ tab of the MO wiki and "The virtual filing system" in the Advanced tab of the MO wiki. Basically a mod is a directory in the /mods directory. Its possible that multiple mods have a textures/actors/character/character assets/tintmask directory.
Use windows search or an alternative file search program like "File locator lite" "search everything" (please google) and search for tintmask directory in the /mods directory. Quit MO. Example: you have found two mods, Mod_1 and Mod_2 which have a tintmask directory. This the case on my system (mod RaceMenu and mod Xenius Character Enhancement). Create a
Note you could have created one /tintmask directory with the correct structure and then move all tintmask directories to it but then you have a change that files are overwritten. You can find out upfront by looking at the data tab in the right pane, navigate to the tintmask direcotry and see if files are overwritten. Indicated by red text.
Start MO and enable the created mods. If no mods are overwritten (see conflict flags in left pane) the priority in the left pane does not matter but you can put them for example after the mods they were moved from, ie mod_1 and mod_2. Start playing skyrim.
Before starting the CK (from MO)
Disable tintmask mods.
Start the CK and edit stuff.
Quit the CK
Enable tintmask mods.
This should work under the assumption that you have a pristine /data were no mods (with tintmask files) were installed manually or for example using Nexus Mod Manager. If they exist you create a skyrim_tintmask directory for it and move files to it. You will have problems when starting Skyrim outside of MO. Also I'm assuming no tintmask files exist inside a BSA. Note: with MO you can unpack BSA files.
Question
wolverine2710
Originally Nexus user midgard9 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here.
Thanks for taking the time trying to find the answer. Can't recall having seen this issue before. If I have interpreted your question correctly its easily solvable.
My interpretation: Before starting the Creation Kit (CK):
- Move directory tintmask in directory
/data/textures/actors/character/character assets/ to directory X - Start the CK and edit stuff.
- Quit the CK
- Â Move the directory tintmask back from direcoctory X to
/data/textures/actors/character/character assets/
Mod Organizer (MO) uses a virtual filing system. See "Q: Why is my Skyrim Data Folder [ …\Steam\SteamApps\Common\Skyrim\Data\ ] empty? Where are my Mods?" in the FAQ tab of the MO wiki and "The virtual filing system" in the Advanced tab of the MO wiki. Basically a mod is a directory in theUse windows search or an alternative file search program like "File locator lite" "search everything" (please google) and search for tintmask directory in the/mods directory. Quit MO. Example: you have found two mods, Mod_1 and Mod_2 which have a tintmask directory. This the case on my system (mod RaceMenu and mod Xenius Character Enhancement). Create a
/data were no mods (with tintmask files) were installed manually or for example using Nexus Mod Manager. If they exist you create a skyrim_tintmask directory for it and move files to it. You will have problems when starting Skyrim outside of MO. Also I'm assuming no tintmask files exist inside a BSA. Note: with MO you can unpack BSA files.
Note you could have created one/tintmask directory with the correct structure and then move all tintmask directories to it but then you have a change that files are overwritten. You can find out upfront by looking at the data tab in the right pane, navigate to the tintmask direcotry and see if files are overwritten. Indicated by red text.
Start MO and enable the created mods. If no mods are overwritten (see conflict flags in left pane) the priority in the left pane does not matter but you can put them for example after the mods they were moved from, ie mod_1 and mod_2. Start playing skyrim.
Before starting the CK (from MO)
- Disable tintmask mods.
- Start the CK and edit stuff.
- Quit the CK
- Enable tintmask mods.
This should work under the assumption that you have a pristine9 answers to this question
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