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Showing results for tags 'facegeom'.
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Do we have any mod to turn generic NPCs to have unique appearance? Or to add some more diversity into facegeom data base. Bandits, guards, soldiers, other folk - clones everywhere. Plus such twins NPCs as Briehl (the Temple of Mara), Sond (Eldergleam Sanctuary), Erikur (Solitude noble).
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I created a new NPC in a mod that I've been building for the past year and a half - otherwise an overhaul of a vanilla location. Because I wanted the NPC to look a certain way, I used racemenu to build and export the head. I exported the facegendata to get the proper ID for her, so I could then swap the head the game gave her with the one I created. Here is my issue: Every time I save my mod - not just after editing this NPC, but at any point - the facegendata automatically exports again, overwriting my head and replacing it with the vanilla one. To make sure it wasn't just for this NPC in particular, I exported a few others, and saved again. Sure enough, they all exported again and again with each save. Why would this happen, and how do I stop it? Is there a setting I'm missing? - The mod doesn't have any other masters, aside from the vanilla game + DLC. - This particular mod doesn't edit any vanilla NPCs. I later realized this had happened once before while testing on a separate esp. However, it did not happen when I changed some vanilla NPCs appearances using a third esp. So at the very least it's inconsistent, but I'm not sure what is causing it. Any help is appreciated! EDIT: Fixed. It turns out SSE Creation Kit Fixes comes with a feature to disable automatic facegen exporting on plugin save. I installed it and it works like a charm.
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- creation kit
- facegendata
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So basically I've learned how to create standalone NPCs (custom meshes/textures) for the PC version of Skyrim (both LE/SSE) and am wanting to upload to SSE for Xbox. It seems when I do that the NPC will have a messed up head. She will have the standard vanilla face mesh placed over the intended head mesh but the hair included in my NPC looks fine. I have noticed CK 2.0 will auto-save/overwrite the FaceGen Data NIFs/DDS files every time I save my esp and also when I upload my character. So it's overwriting my intended FaceGeom NIF/FaceTint DDS files. In order to restore my character's appearance in the PC game I paste over the original intended FaceGen Data NIFs/DDS files the CK keeps saving with my backup files -- keeping the same file name of course. When I go into SSE PC, my character looks as they should. I basically created my follower in RaceMenu for Skyrim LE, used NifMerge to "merge" the FaceGeom data from the CK (32bit), constructed them in the CK (32bit) (of course), ported them over to SSE using the standard methods for porting to SSE, and then to ultimately upload to B.NET for Xbox. I've noticed some modders have had no problems getting their standalones on SSE-->B.NET and XB1 with the correct face, ie. Frida (vanilla voicetype/dialog), Recorder (custom voicetype/dialog), Inigo (custom voicetype/dialog) -- what's the secret there? I noticed that with Recorder and Inigo, they don't have facegeom data files in the DATA>meshes/textures>actors>character>facegendata... directories but have these files stored in a BSA. Is that the key to success? But if I load the ESP in CK 2.0 won't it just overwrite the files still and store the new data in the BSA? Is there a setting to tell the CK to stop auto-writing FaceGenData so I can use the correct NIF/DDS files when I upload to B.NET? Is there an INI setting for that? Do I need to include a femalehead.nif in my data/mesh/actor/character/MOD.ESP/head folder and link the textures in NifScope as well as add the headpart+texture set in the CK? Do I need to create a new race for my NPC and turn off the FaceGen head flag? Someone on B.NET suggested I have the box for "Is CharGen Preset" in the Actor/NPC window marked, tried that and it didn't work - I believe that does something else entirely. After saving it still saved over my FaceGenData files. Thanks for any guidance :smile: Just wondering on this.
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So basically I've learned how to create standalone NPCs (custom meshes/textures) for the PC version of Skyrim (both LE/SSE) and am wanting to upload to Xbox SSE. but, when I do that the NPC will have a messed up head. She will have the standard face mesh placed over the intended head mesh but the hair included in my NPC looks fine. I have noticed the CK will auto-save/overwrite my original FaceGen Data NIFs/DDS files every time I save my esp and also when I upload my character. In order to restore my character's appearance in the PC game I paste backed-up originals of the FaceGen Data NIFs/DDS files ans save over the ones the CK keeps auto-creating. When I go into NifScope or SSE (PC) my character looks as they should. Just some background -- I basically created my follower using RaceMenu for Skyrim LE, used NifMerge to "merge" the FaceGeom data from the CK (32bit) with the imported head data of RM, built the follower in the CK (32bit) (of course), ported them over to SSE using the standard methods for porting to SSE/CK (64bit), and then ultimately wanting to upload to B.NET for Xbox users. I've noticed some modders have had no problems getting their standalones on SSE-->B.NET and XB1 with the correct face, ie. Frida (vanilla voicetype/dialog), Recorder (custom voicetype/dialog), Inigo (custom voicetype/dialog) -- what's the secret there? How do I get the CK to stop overwriting my FaceGenData so I can use the correct NIF/DDS files when I upload to B.NET? Is there an INI setting for that? Do I need to include a femalehead.nif (+tri files?) in my data/mesh/actor/character/MOD.ESP/head folder and link the textures in NifScope as well as add the headpart+texture set in the CK? Do I need to create a new race for my NPC and turn off the FaceGen head flag? Or is a mod in my load order (XB1) messing with the face? Someone on B.NET suggested I have the box for "Is CharGen Preset" in the Actor/NPC window marked, tried that and it didn't work. After saving it still saved over my FaceGenData files. Thanks for any guidance :smile: