Earlier, I was starting to make a current player selectable head more unique for use with a new party member in my mod. I made some changes to the bangs' direction and planned to make further changes as I come up with further ideas. However, after exporting and applying the aforementioned changes via Taina's replacer tool, the model seems to have naturally saturated the bangs. (Note: I didn't use it with my party member's custom texture yet. I merely used the default texture to see if my changes had worked.)
I looked and nothing seems to be wrong in the ascii from when I exported nor do the bangs look saturated upon importing the ascii back into 3ds Max. So, any modelers know how to fix this?