Mailamea Posted September 30, 2016 Share Posted September 30, 2016 I'm almost done at creating a very awesome framework that converts companions to playable versions, with their own respective meshes/textures. They are totally unique and vanilla races and other races wont get affected by texture mods and mesh replacers. This is done using racemenu features. How ever I've hit 1 problem all the playable companion versions that you use now as a player are 100% copies, but has no makeup. How do I apply the makeup to the player? I have tried overlaying them on the face texture it self but it looks a lot like fail when in game. Any ideas? Link to comment
GenioMaestro Posted September 30, 2016 Share Posted September 30, 2016 i'm not sure... not test it... but i think the facetint for player must be in DATA\TEXTURES\actors\character\Character assets\tintmasks Link to comment
GOodTimes Posted September 30, 2016 Share Posted September 30, 2016 I'm almost done at creating a very awesome framework that converts companions to playable versions, with their own respective meshes/textures. They are totally unique and vanilla races and other races wont get affected by texture mods and mesh replacers. This is done using racemenu features. How ever I've hit 1 problem all the playable companion versions that you use now as a player are 100% copies, but has no makeup. Screenshot (53).png How do I apply the makeup to the player? I have tried overlaying them on the face texture it self but it looks a lot like fail when in game. Any ideas? If you are looking for the texture .dds file you exported from within the showracemenu console, those are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen under the exported name you created within showracemenu accompanied by a .NIF file of the same name as your export. The game itself will load these from the C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\Textures\actors\character\facegendata\facetint\YOURFOLLOWER.ESP\MESHID.DDS* YOURFOLLOWER.ESP* is actually a folder, created from the Bethesda Creation Kit when you Control-F4 export your NPC. The name will actually be the name of your follower.esp you created, not YOURFOLLOWER.ESP. as the example above shows. The MESHID.DDS will actually be a eight digit number, which is created from the Bethesda Creation Kit when you Control-F4 export your NPC. This will be located at : C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\meshes\actors\character\FaceGenData\FaceGeom\YOURFOLLOWER.ESP\YOURFOLLOWERID.NIF You can copy the .dds file created by the export function of showracemenu in the SKSE\Plugins\CharGen over to the Textures\actors\character\facegendata\facetint\YOURFOLLOWER.ESP folder, just make sure to name it the same eight digit ID number of your companion. Link to comment
Mailamea Posted September 30, 2016 Author Share Posted September 30, 2016 i'm not sure... not test it... but i think the facetint for player must be in DATA\TEXTURES\actors\character\Character assets\tintmasks Sorry I didn't explain myself correctly, Yes i know they are there what I meant is how do I transfer them from follower to player, already did the hard part, now only thing left is how to get the makeup/blushes/moles/lipstick to show on the character, since sculpt only transfers the face model. If you are looking for the texture .dds file you exported from within the showracemenu console, those are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen under the exported name you created within showracemenu accompanied by a .NIF file of the same name as your export. The game itself will load these from the C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\Textures\actors\character\facegendata\facetint\YOURFOLLOWER.ESP\MESHID.DDS* YOURFOLLOWER.ESP* is actuallu a folder, created from the Bethesda Creation Kit when you Control-F4 export your NPC. The name will actually be the name of your follower.esp you created, not YOURFOLLOWER.ESP. as the example above shows. The MESHID.DDS will actually be a eight digit number, which is created from the Bethesda Creation Kit when you Control-F4 export your NPC. This will be located at : C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\meshes\actors\character\FaceGenData\FaceGeom\YOURFOLLOWER.ESP\YOURFOLLOWERID.NIF Sorry failed to explain myself correctly what I meant, is the follower makeup to show to the character since sculpt only imports the face models and not the makeup/lipstick/moles/etc Link to comment
GOodTimes Posted September 30, 2016 Share Posted September 30, 2016 i'm not sure... not test it... but i think the facetint for player must be in DATA\TEXTURES\actors\character\Character assets\tintmasks Sorry I didn't explain myself correctly, Yes i know they are there what I meant is how do I transfer them from follower to player, already did the hard part, now only thing left is how to get the makeup/blushes/moles/lipstick to show on the character, since sculpt only transfers the face model. If you are looking for the texture .dds file you exported from within the showracemenu console, those are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen under the exported name you created within showracemenu accompanied by a .NIF file of the same name as your export. The game itself will load these from the C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\Textures\actors\character\facegendata\facetint\YOURFOLLOWER.ESP\MESHID.DDS* YOURFOLLOWER.ESP* is actuallu a folder, created from the Bethesda Creation Kit when you Control-F4 export your NPC. The name will actually be the name of your follower.esp you created, not YOURFOLLOWER.ESP. as the example above shows. The MESHID.DDS will actually be a eight digit number, which is created from the Bethesda Creation Kit when you Control-F4 export your NPC. This will be located at : C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\meshes\actors\character\FaceGenData\FaceGeom\YOURFOLLOWER.ESP\YOURFOLLOWERID.NIF Sorry failed to explain myself correctly what I meant, is the follower makeup to show to the character since sculpt only imports the face models and not the makeup/lipstick/moles/etc There are two export options in showracemenu, the tab furthest left creates a .NIF mesh and accompanying .dds file. This is the one you want to use. These files are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen The other showracemenu export option on the tab furthest to the right exports a "Preset" for use with showracemenu but does not export in a format you can import using the creation kit or TESVEDIT. This uses the .jslot file extension for use only within showracemenu. These files are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen\Presets If your creating a replacer for game created NPCs, those .dds files are located at: \C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\Textures\actors\character\facegendata\facetint\skyrim.esm with the numeric ID of the NPC you want to change the makeup on. FYI for others reading: There's a 3rd export option for those wanting to create followers using CharGen, in game on your character you can open the console ~ and type SPF YourCharacterName. This will create an SPF file in the root of your game directory and can be imported under the CharGen tab within the Creation kit. This won't be applied to the character until it's exported from the creation kit by single clicking on your actor NPC name and exporting by pressing control and the F4 key, which creates the mesh and dds files. Link to comment
Mailamea Posted September 30, 2016 Author Share Posted September 30, 2016 There are two export options in showracemenu, the tab furthest left creates a .NIF mesh and accompanying .dds file. This is the one you want to use. These files are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen The other showracemenu export option on the tab furthest to the right exports a "Preset" for use with showracemenu but does not export in a format you can import using the creation kit or TESVEDIT. This uses the .jslot file extension for use only within showracemenu. These files are located at: C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\skse\plugins\CharGen\Presets If your creating a replacer for game created NPCs, those .dds files are located at: \C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\Textures\actors\character\facegendata\facetint\skyrim.esm with the numeric ID of the NPC you want to change the makeup on. FYI for others reading: There's a 3rd export option for those wanting to create followers using CharGen, in game on your character you can open the console ~ and type SPF YourCharacterName. This will create an SPF file in the root of your game directory and can be imported under the CharGen tab within the Creation kit. This won't be applied to the character until it's exported from the creation kit by single clicking on your actor NPC name and exporting by pressing control and the F4 key, which creates the mesh and dds files. I already know all of this, I seem to suck at explain. What I did is made a framework that makes any Follower/Companion may it be ECE or racemenu made as a "PLAYER CHARACTER" version. They are their own race and own texture paths and mesh paths, But when I import the follower face using the sculpt option located at Skse\plugins\chargen (I export the follower face to my player character, "BUT" the makeup doesnt get exported "lipstick\makeup\moles\scars\blushes) This is not a companion/followers, this is follower to playable character version. ^^ message above this post, I'll show screens for futher understanding. Link to comment
Mailamea Posted September 30, 2016 Author Share Posted September 30, 2016 This is the follower "Giada" As you can see she has the moles/lipstick/blushes/skin tints compared to the player character version which is just plain skin tone. This is the player version of As you can she is a new race, and won't interfer with body and texture mods, you can replace the body size mesh textures but only she gets changed. Problem is I need to at least import her face (The companion face) at least once, so I can make her into a player present that won't rely on using save slots, once that is done and the makeup details are solved, its a 100% customizable exact copy of the follower into a playable version Here imported the face of giada that came from the follower mod, but only face shape brows mouth hair gets imported not the makeup (lipstick/moles/colors) Link to comment
GOodTimes Posted September 30, 2016 Share Posted September 30, 2016 This is the follower "Giada" Desktop 10.01.2016 - 04.47.16.01.png As you can see she has the moles/lipstick/blushes/skin tints compared to the player character version which is just plain skin tone. This is the player version of Desktop 10.01.2016 - 04.48.06.03.png Desktop 10.01.2016 - 04.47.40.02.png As you can she is a new race, and won't interfer with body and texture mods, you can replace the body size mesh textures but only she gets changed. Problem is I need to at least import her face (The companion face) at least once, so I can make her into a player present that won't rely on using save slots, once that is done and the makeup details are solved, its a 100% customizable exact copy of the follower into a playable version Here imported the face of giada that came from the follower mod, but only face shape brows mouth hair gets imported not the makeup (lipstick/moles/colors) Desktop 10.01.2016 - 04.51.20.04.png I think your head mesh .NIF file just needs to be updated to link to your custom texture locations. See the attached .png file, the third line from the bottom points to the tintmasks. Try updating your femalehead.nif using NifSkope and add the path to your tintmask if it doesn't have one. Link to comment
Mailamea Posted September 30, 2016 Author Share Posted September 30, 2016 This is the follower "Giada" Desktop 10.01.2016 - 04.47.16.01.png As you can see she has the moles/lipstick/blushes/skin tints compared to the player character version which is just plain skin tone. This is the player version of Desktop 10.01.2016 - 04.48.06.03.png Desktop 10.01.2016 - 04.47.40.02.png As you can she is a new race, and won't interfer with body and texture mods, you can replace the body size mesh textures but only she gets changed. Problem is I need to at least import her face (The companion face) at least once, so I can make her into a player present that won't rely on using save slots, once that is done and the makeup details are solved, its a 100% customizable exact copy of the follower into a playable version Here imported the face of giada that came from the follower mod, but only face shape brows mouth hair gets imported not the makeup (lipstick/moles/colors) Desktop 10.01.2016 - 04.51.20.04.png I think your head mesh .NIF file just needs to be updated to link to your custom texture locations. See the attached .png file, the third line from the bottom points to the tintmasks. Try updating your femalehead.nif using NifSkope and add the path to your tintmask if it doesn't have one. If this works, man you are my savior Link to comment
Mailamea Posted September 30, 2016 Author Share Posted September 30, 2016 It didn't work tried both with complete path extension and proper path extension I noticed that the makeup doesnt get added in the preview too Link to comment
GOodTimes Posted September 30, 2016 Share Posted September 30, 2016 It didn't work Desktop 10.01.2016 - 06.21.44.05.png tried both with complete path extension and proper path extension Desktop 10.01.2016 - 06.22.58.06.png I noticed that the makeup doesnt get added in the preview too Here are some options I would try not in any order: When viewing and editing the femalehead.nif, make sure it is in your skyrim/data/actors/character/giada location. If not and you are viewing and editing the .NIF from outside of your skyrim folder (such as from your desktop) it won't show the textures. ----- Option 1 I would rename the current files inside (FaceGenData\FaceGeom\Giada.esp) and (facegendata\facetint\giada.esp) Then copy the .NIF and .dds files created from Showracemenu (skse\plugins\CharGen), and copy those to \FaceGenData\FaceGeom\giada.esp\00002308.nif \facegendata\facetint\giada.esp\00002308.dds Then check the paths in NifSkope. Check to see if they show in game. ----- Option 2 Rename your current femalehead.nif and the .dds textures. Make sure they are not using the 0002308 ID that your esp assigned them. Then open the creation kit, open your giada.esp and export the the actor NPC giada using control F4 creating fresh NIF and .dds files. View the fresh 0002308.nif file created in your C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\meshes\actors\character\FaceGenData\FaceGeom\Giada.esp folder. Check paths, update textures paths as needed. Check to see if they show in game. ----- Option 3 Create the SPF file from within the game. Open console, type SPF giada Open creation kit, open giada.esp, go to the chargen tab, import giada spf Save Then export Control-F4 Copy your makeup .dds texture you like to your \facegendata\facetint\giada.esp\00002308.dds Check to see if it now shows in game. ----- Option 4 And lastly you could try NifMerge The source is your exported .nif file created from ShowRaceMenu from Data\skse\plugins\CharGen The target is your \Data\meshes\actors\character \FaceGenData\FaceGeom\Giada.esp\00002308.nif View the fresh 0002308.nif file created in your \meshes\actors\character\FaceGenData\FaceGeom\Giada.esp folder. Check paths, update textures paths as needed. The tintmask after using NifMerge will point to the .dds textures in your \Data\skse\plugins\CharGen, make sure to update that. Check to see if they show in game. --- The issue I typically have is that the \FaceGenData\FaceGeom\Giada.esp\00002308.nif file ends up with some corruption. I end up renaming and archiving those files so they aren't in the directory, and exporting fresh ones from within the creation kit and then using nifskope to update any paths. Link to comment
Mailamea Posted October 1, 2016 Author Share Posted October 1, 2016 Here are some options I would try not in any order: When viewing and editing the femalehead.nif, make sure it is in your skyrim/data/actors/character/giada location. If not and you are viewing and editing the .NIF from outside of your skyrim folder (such as from your desktop) it won't show the textures. ----- Option 1 I would rename the current files inside (FaceGenData\FaceGeom\Giada.esp) and (facegendata\facetint\giada.esp) Then copy the .NIF and .dds files created from Showracemenu (skse\plugins\CharGen), and copy those to \FaceGenData\FaceGeom\giada.esp\00002308.nif \facegendata\facetint\giada.esp\00002308.dds Then check the paths in NifSkope. Check to see if they show in game. ----- Option 2 Rename your current femalehead.nif and the .dds textures. Make sure they are not using the 0002308 ID that your esp assigned them. Then open the creation kit, open your giada.esp and export the the actor NPC giada using control F4 creating fresh NIF and .dds files. View the fresh 0002308.nif file created in your C:\Program Files (x86)\Steam\steamapps\Common\SkyRim\Data\meshes\actors\character\FaceGenData\FaceGeom\Giada.esp folder. Check paths, update textures paths as needed. Check to see if they show in game. ----- Option 3 Create the SPF file from within the game. Open console, type SPF giada Open creation kit, open giada.esp, go to the chargen tab, import giada spf Save Then export Control-F4 Copy your makeup .dds texture you like to your \facegendata\facetint\giada.esp\00002308.dds Check to see if it now shows in game. ----- Option 4 And lastly you could try NifMerge The source is your exported .nif file created from ShowRaceMenu from Data\skse\plugins\CharGen The target is your \Data\meshes\actors\character \FaceGenData\FaceGeom\Giada.esp\00002308.nif View the fresh 0002308.nif file created in your \meshes\actors\character\FaceGenData\FaceGeom\Giada.esp folder. Check paths, update textures paths as needed. The tintmask after using NifMerge will point to the .dds textures in your \Data\skse\plugins\CharGen, make sure to update that. Check to see if they show in game. --- The issue I typically have is that the \FaceGenData\FaceGeom\Giada.esp\00002308.nif file ends up with some corruption. I end up renaming and archiving those files so they aren't in the directory, and exporting fresh ones from within the creation kit and then using nifskope to update any paths. Update : Option 1 auto fail, The npc texture will show up with that method but like I said its not the follower, Its a playable character version. Replacing the .dds and nif of facegeom/giada.esp will only replace the npc and not the player character version. Update 2 : Option 2 , Fail. The follower again is the one getting updated and not the playable character version Update 3: Option 3, fail giada.esp folder location again, only npc gets updated not the playable character version Update 4: Option 4 fail, NPC again is getting updated. Little clarification, I don't want to update the follower giada, What I need is Giada's looks to be a custom race and a playable character which i have already done. Problem is the makeup of the "Follower" giada isn't getting transfered with sculpt import face. What i need is a method or a way to apply the makeup Texxtures\FaceGenData\FaceGeom\Giada.esp\00002308.dds to the "PLAYER CHARACTER" head mesh or a way to put it somehow. Link to comment
GenioMaestro Posted October 1, 2016 Share Posted October 1, 2016 After researching a bit.. i think have the solution... but must explain some things for understand it.... 1 - When you make a -NPC- (and i say NPC.. not PLAYER) you can put the Makeup in a dds file and insert it in the head.nif like you see in these images... As you can see, the d77.dds file is in the position 6 or 7 in the texture list... but this ONLY WORK FOR NPC... For make the Makeup work for PLAYER CHARACTER you must work a lot more... is not simple.. because you make your player character with the race generator and the head used in the RACE definition is a bulk file.. this mean, you can change the eyes, nose, mouth and morph the face that you want in the the race generator with the selector and sliders and the definitions for that diferent elements can be selectect from the DEFINITION of the race... And all the trick in here.. in the DEFINITION of the race and the PRESETS of each race... When you make the PRESET for a race in Creation Kit you can define head base, eyes, mouth, color... but CAN'T define the Makeup.. as you can see in the images, when open the preset of the race in CK the Makeup are NOT show and when open the esp file with Tes5Edit and go to the preset definition of the race you can see the diferent selectors for head base, eyes, muth, color... but some other things, like specific morph and tints are in numeric format... and they are procesed and show ONLY IN GAME... For give to the preset the exact numeric morphs and tints the only solution i know is use the console comand SPF for create a NPC definition file, that have, in numeric format, the parts, sliders and tints need for define a face, and import it in Creation Kit following this steps... Open you game, go to your follower and when you are in front of it open the GAME console, click over the NPC and be sure the console are pointing to your NPC looking the data in down right zone... when you are ready type in the console: SPF npcGiadaface or the name that you want.. this generate a file whit the indicated name and extension NPC in your skyrim directory, the same directory what have the main executable TESV.EXE with a contents like that: Sex:FRace:00013746Slider0:-0.200000Slider1:0.300000Slider2:0.000000Slider3:0.000000Slider4:0.000000Slider5:0.300000Slider6:0.200000Slider7:-0.500000Slider8:-0.000000Slider9:-0.600000Slider10:0.000000Slider11:0.000000Slider12:-0.100000Slider13:-1.000000Slider14:0.000000Slider15:0.000000Slider16:0.000000Slider17:0.000000Slider18:340282346638528860000000000000000000000.000000Preset0:3Preset1:-1Preset2:9Preset3:4HairColor:000A042FWeight:50.000000Height:1.000000Complexion:0003B522HeadPart:00051623HeadPart:0005150FHeadPart:000EC1B2HeadPart:19000D62HeadPart:00040228HeadPart:000E4DA4TintMask0:004F6173:1.000000TintMask1:0040040F:0.529412TintMask2:0040040F:0.529412TintMask3:005254A9:0.447059TintMask4:00010443:0.419608TintMask5:00FFFFFF:0.000000TintMask6:00010950:0.776471TintMask7:00FFFFFF:0.000000TintMask8:00FFFFFF:0.000000TintMask9:00FFFFFF:0.000000TintMask10:00FFFFFF:0.000000TintMask11:FFFFFFFF:0.000000TintMask12:FFFFFFFF:0.000000TintMask13:FFFFFFFF:0.000000TintMask14:FFFFFFFF:0.000000TintMask15:FFFFFFFF:0.000000TintMask16:FFFFFFFF:0.000000TintMask17:FFFFFFFF:0.000000TintMask18:FFFFFFFF:0.000000TintMask19:FFFFFFFF:0.000000TintMask20:FFFFFFFF:0.000000TintMask21:FFFFFFFF:0.000000TintMask22:FFFFFFFF:0.000000TintMask23:FFFFFFFF:0.000000TintMask24:FFFFFFFF:0.000000TintMask25:FFFFFFFF:0.000000TintMask26:00FFFFFF:0.000000TintMask27:FFFFFFFF:0.000000TintMask28:FFFFFFFF:0.000000TintMask29:00010443:0.517647TintMask30:00FFFFFF:0.000000TintMask31:00FFFFFF:0.000000TintMask32:00FFFFFF:0.000000 Open Creation kit and open your race preset.. in zone Character Gen Part in the upper right zone you have a button import.. press it and locate your generated NPC file for import it.. maybe you must change the RACE and the head parts because all the data is imported from the numeric format and can not be equal to your loaded configuration, but this can be clearly visible... but you CANT SEE the Makeup effect in CK because CK not process the numeric data of the sliders and tints definition.. you MUST open the game and see the results IN GAME.. save the esp and open the game to see the result... I really want this work.. make some test but i cant end up... i not have more time today... Try it and tell the result. Link to comment
Mailamea Posted October 1, 2016 Author Share Posted October 1, 2016 After researching a bit.. i think have the solution... but must explain some things for understand it.... 1 - When you make a -NPC- (and i say NPC.. not PLAYER) you can put the Makeup in a dds file and insert it in the head.nif like you see in these images... As you can see, the d77.dds file is in the position 6 or 7 in the texture list... cara1.jpgcara2.jpg but this ONLY WORK FOR NPC... For make the Makeup work for PLAYER CHARACTER you must work a lot more... is not simple.. because you make your player character with the race generator and the head used in the RACE definition is a bulk file.. this mean, you can change the eyes, nose, mouth and morph the face that you want in the the race generator with the selector and sliders and the definitions for that diferent elements can be selectect from the DEFINITION of the race... And all the trick in here.. in the DEFINITION of the race and the PRESETS of each race... When you make the PRESET for a race in Creation Kit you can define head base, eyes, mouth, color... but CAN'T define the Makeup.. as you can see in the images, when open the preset of the race in CK the Makeup are NOT show and when open the esp file with Tes5Edit and go to the preset definition of the race you can see the diferent selectors for head base, eyes, muth, color... but some other things, like specific morph and tints are in numeric format... and they are procesed and show ONLY IN GAME... cara3.jpgcara4.jpgcara5.jpg For give to the preset the exact numeric morphs and tints the only solution i know is use the console comand SPF for create a NPC definition file, that have, in numeric format, the parts, sliders and tints need for define a face, and import it in Creation Kit following this steps... Open you game, go to your follower and when you are in front of it open the GAME console, click over the NPC and be sure the console are pointing to your NPC looking the data in down right zone... when you are ready type in the console: SPF npcGiadaface or the name that you want.. this generate a file whit the indicated name and extension NPC in your skyrim directory, the same directory what have the main executable TESV.EXE with a contents like that: Sex:F Race:00013746 Slider0:-0.200000 Slider1:0.300000 Slider2:0.000000 Slider3:0.000000 Slider4:0.000000 Slider5:0.300000 Slider6:0.200000 Slider7:-0.500000 Slider8:-0.000000 Slider9:-0.600000 Slider10:0.000000 Slider11:0.000000 Slider12:-0.100000 Slider13:-1.000000 Slider14:0.000000 Slider15:0.000000 Slider16:0.000000 Slider17:0.000000 Slider18:340282346638528860000000000000000000000.000000 Preset0:3 Preset1:-1 Preset2:9 Preset3:4 HairColor:000A042F Weight:50.000000 Height:1.000000 Complexion:0003B522 HeadPart:00051623 HeadPart:0005150F HeadPart:000EC1B2 HeadPart:19000D62 HeadPart:00040228 HeadPart:000E4DA4 TintMask0:004F6173:1.000000 TintMask1:0040040F:0.529412 TintMask2:0040040F:0.529412 TintMask3:005254A9:0.447059 TintMask4:00010443:0.419608 TintMask5:00FFFFFF:0.000000 TintMask6:00010950:0.776471 TintMask7:00FFFFFF:0.000000 TintMask8:00FFFFFF:0.000000 TintMask9:00FFFFFF:0.000000 TintMask10:00FFFFFF:0.000000 TintMask11:FFFFFFFF:0.000000 TintMask12:FFFFFFFF:0.000000 TintMask13:FFFFFFFF:0.000000 TintMask14:FFFFFFFF:0.000000 TintMask15:FFFFFFFF:0.000000 TintMask16:FFFFFFFF:0.000000 TintMask17:FFFFFFFF:0.000000 TintMask18:FFFFFFFF:0.000000 TintMask19:FFFFFFFF:0.000000 TintMask20:FFFFFFFF:0.000000 TintMask21:FFFFFFFF:0.000000 TintMask22:FFFFFFFF:0.000000 TintMask23:FFFFFFFF:0.000000 TintMask24:FFFFFFFF:0.000000 TintMask25:FFFFFFFF:0.000000 TintMask26:00FFFFFF:0.000000 TintMask27:FFFFFFFF:0.000000 TintMask28:FFFFFFFF:0.000000 TintMask29:00010443:0.517647 TintMask30:00FFFFFF:0.000000 TintMask31:00FFFFFF:0.000000 TintMask32:00FFFFFF:0.000000 Open Creation kit and open your race preset.. in zone Character Gen Part in the upper right zone you have a button import.. press it and locate your generated NPC file for import it.. maybe you must change the RACE and the head parts because all the data is imported from the numeric format and can not be equal to your loaded configuration, but this can be clearly visible... but you CANT SEE the Makeup effect in CK because CK not process the numeric data of the sliders and tints definition.. you MUST open the game and see the results IN GAME.. save the esp and open the game to see the result... I really want this work.. make some test but i cant end up... i not have more time today... Try it and tell the result. I don't know what I'm doing wrong but I SPF'ed the follower giada But when I select import this is one gets imported instead and not her face I selected the correct npc but this is the face that gets imported. Link to comment
GenioMaestro Posted October 2, 2016 Share Posted October 2, 2016 First of all... sorry for my late response... In first time i'm very surprised beacause the trick SPF and import work... i'm use it.... but yes, ONLY work when the npc has his own race AND the makeup is made with the tint options of the race... because the numeric values aim to the tints slots of the race... but is not your situation... SORRY... For transform the makeup of the followers to Player Character you must copy the texture set of the head and put the makeup of the follower as detail map in the new texture set... in the race add the new texture set as face details... with some screen shot can be better: As you can see i create 5 different makeup from 5 diferent followers (the last from giada) that are copy of the base head and put the diferent dds files in each... The result in game is this... But this CANT BE make directly, because normally the makeup are made with white base... if you put the file the face appear white and the makeup are too less visible... you must edit the makeup files and lower the brightness, i make it with gimp, and make it 2 times like show in the image.. The result are makeup with less brightness and show near good... but the jump from the head to the body are too evident.. you can try lower the brightness again... or try difuminate it with blender.. i attach the original and modified makeup of giada... 00002308.dds 00002308.dds Link to comment
Mailamea Posted October 2, 2016 Author Share Posted October 2, 2016 First of all... sorry for my late response... In first time i'm very surprised beacause the trick SPF and import work... i'm use it.... but yes, ONLY work when the npc has his own race AND the makeup is made with the tint options of the race... because the numeric values aim to the tints slots of the race... but is not your situation... SORRY... For transform the makeup of the followers to Player Character you must copy the texture set of the head and put the makeup of the follower as detail map in the new texture set... in the race add the new texture set as face details... with some screen shot can be better: makeup1.jpgmakeup2.jpgmakeup3.jpg As you can see i create 5 different makeup from 5 diferent followers (the last from giada) that are copy of the base head and put the diferent dds files in each... The result in game is this... makeup4.jpgmakeup5.jpgmakeup6.jpgmakeup7.jpgmakeup8.jpg But this CANT BE make directly, because normally the makeup are made with white base... if you put the file the face appear white and the makeup are too less visible... you must edit the makeup files and lower the brightness, i make it with gimp, and make it 2 times like show in the image.. makeup9.jpg The result are makeup with less brightness and show near good... but the jump from the head to the body are too evident.. you can try lower the brightness again... or try difuminate it with blender.. i attach the original and modified makeup of giada... Holy fuck, this was what i was looking for. Thank you very much, Any tip for the perfect brightness settings? So there wont be a texture seam isssue. One way I made the neck seam so much less, is copy the skin texture of the neck then paste the neck part on the makeup texture, that way only the face has the makeup and not the neck, has a little bit seam but not that much. Link to comment
Darnexx Posted November 19, 2017 Share Posted November 19, 2017 NGH...!!! Thank you guys!!! I somehow (dunno how I actually did it xD) Could make my first red skin colored Follower! It took me nearly ALL day to figure out how to do it. Even with your tipps here it wouldn't work.. and now it does! I'm so happy right now.. :'D Link to comment
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