Fun fact, in the tabletop lore there are enhanced individuals called "exotics" because they use biosculpting to enhance themselves with non-human traits like tails, whiskers, elven ears, scales or fur.
Hello! Listen, can you create a fashion for neon clothes? like the same jacket or jacket with a hood? and then I really like neon lighting, especially on clothes, but I have not found the mod I need.
The texture and the model is pretty dumb :P It was quick and super lazy edit of my mask mod.
Anyway - how to edit the textures:
What has happened is that due to the custom path, the texture got binned. You should get some weird files in the folder, something like: 4755608802818488302.bin One of them is diffuse, one is normal and one is roughness metallic. Rename .bin to .xbm, and use -export in CP77 to get the .dds
Weird red/blue is roughness metallic, disgusting yellow is normal. The black/white and pink is what interests you - diffuse.
The path is: base\maskcov\dm02.xbm - diffuse base\maskcov\nm02.xbm - normal base\maskcov\rm02.xbm - roughness metallic Editing the glowing ones require hex editing the mesh.
Oooh! Felt like I was going crazy trying to figure out which hair style that was! Thank you so much! It's goes perfectly with the ears, what mod is that from?
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So this mod is in fact lore-friendly.
Anyway - how to edit the textures:
What has happened is that due to the custom path, the texture got binned. You should get some weird files in the folder, something like:
4755608802818488302.bin
One of them is diffuse, one is normal and one is roughness metallic. Rename .bin to .xbm, and use -export in CP77 to get the .dds
Weird red/blue is roughness metallic, disgusting yellow is normal. The black/white and pink is what interests you - diffuse.
The path is:
base\maskcov\dm02.xbm - diffuse
base\maskcov\nm02.xbm - normal
base\maskcov\rm02.xbm - roughness metallic
Editing the glowing ones require hex editing the mesh.