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Citrus Head Tri Files


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Posted

Hello there Members, I'm going to ask here for directions or help, I'm looking to make a few standalone followers with citrus head. Yes I know....GRRR. What I looking for is clear instructions with as much detail as possible (Never attempted to make a standalone follower before) a few pictures or a tutorial on how to attach tri files to the eyes, mouth, head and eyebrows in CK on citrus head any direction or help would be much appreciated. Google has let me down. This is a couple of them, I have 6 in total at the moment they are just presets in my game. I've looked through here and all I find is solved, but no one is willing to explain in detail, how they solved it. Desperate?

Posted

Making a standalone follower and making that follower citrus are two entirely separate issues and should be treated as such.

 

As for citrus:

 

Take the follower geom files and race files and regen them in the CK, and then export them.

 

Then use nifmerge on the exported heads to attach the parts/tris.

 

 

https://www.nexusmods.com/skyrim/mods/40494/

 

If you're using custom diffuse, specs, subsruface and normals for your followers, you need to specify the path that you want for them in the head/hair nifs.

 

Posted

Thank you, I will have to experiment, I found recently that nifmerge will not merge citrus head with the standard head mesh to many misaligned vertices, I would have to use a citrus head of another source to merge with as well in CK?

 

 

Edit: Just to clarify I have only presets at the moment and AsherstoAsherz mod for creating followers thats where I hit the brick wall with nifmerge.

Posted

Nifmerge tends to complain, but you can still brute force it. If nifmerge doesn't work at all you'll have use blender to shape-conform the head manually, which is time consuming but generally works every time.

 

This isn't the way i've done it but I know people whom've used this and it works.

 

https://www.nexusmods.com/skyrim/mods/84202

Posted

I have Blender but I'm not familiar with it, look like its time for some tutorials thanks for the replies hopefully I can get this solved.

I have checked that mod out before in the link but I haven't used the standard head for about 3yrs, Hmm ideas, maybe turn asherz

mod into a citrus head to get it through nif merge?

 

Posted

If you have the preset for your desired head, and it looks ok when applied to citrus head mesh then you should be able to create npc just like any other because both your racemenu head export and ck facegen will be using citrus mesh and should merge without issue.

Posted

Right, those pics up there are citrus heads created using racemenu and sculpt. I'm in the process of trying to attach tri files to animate the facial expression's like eyebrow, eye,s and mouth movement.

I know to get those parts to animate you have to direct the facegen.nif to the default citrus head and the associated tri files, femalehead.tri, femaleheadraces.tri, femaleheadchargen.tri in the creation CK.

The part I'm having a hard time understanding, is were do they get the tri files for the mouth, eyes and eyebrows, example

 

femalebrows.nif, femaleheadbrows.tri, femaleheadbrowsrace.tri, femaleheadbrowschargen.tri

eyesfemale.nif, eyesfemale.tri, eyesfemalechargen.tri

mouthhumanf.nif, mouthhumanf.tri, mouthhumanfchargen.tri

femalehead.nif, femalehead.tri, femaleheadraces.tri, femaleheadchargen.tri

 

If you check both citrus head files for standalone or the replacer there is no tri files for these parts in yellow or for that matter even the parts in blue?

I know during the process of making a character in racemenu that the parts you pick, come from what you have installed in your game or the default files.

If you wish to make a standalone follower, these parts picked, must be gathered and place into your folder, meshes and textures with a unique file path so they are

not over written by others mods.

My problem and my question is these parts do not have there own tri files, am I missing a tri files resource or do you generate these files for the parts you use and how?

Thank you for your time on this question, if you have an answer, you are a god.

Citrus Head 56K downloads just on nexus alone and no tutorials amazing.

Posted

tri files for head parts are in meshes\actors\character\character assets\face parts (or mouth)

tri files are linked to the head parts via the esp data.

 

You do not need to move any of that or include it unless your head parts require custom tri files and they should have come with the files and the esp to define their location otherwise they would not morph.

 

Posted

Yes that makes perfect sense, I built one but the morphs had no animations, and when she talked the face would distort.

I checked using TWF and it was citrus head so I went back into CK and attached the tri files to the head, mouth, eyes and

eyebrow's and checked again and my facegen was gone, she'd turned into the vanilla Botox head and trying everything to

put my facegen back ended in nothing.

I thank you both, 27X and RW311 for your advice and help on this most frustrating adventure, I shall tinker on.

 

Posted

Did you edit anything in the npc when you had ck open? This can happen when using a lot of custom head parts and most likely will happen if you had multiple esps active for making this, ck will often screw up your mods master list on the second time you load it and if you opened your npc but didn't check all the settings again and any of the head parts failed to load you saved with the npc data changed because that's how ck decides to fix stuff, it makes it all default.

Make any data edits in tes5edit and avoid ck after that or just don't open your npc ever again in ck unless you can be certain all your head parts will load from only your esp, if it depends on other esps for those it will bite you.

Posted

I think you are spot on, I'm using AshestoAsherz Mafkit and it requires you to nifmerge at stage 1 with the head he has provided in the kit.

Stage 2 is a visit to ck make some changes, meshes, tri files and F4 save head again, then nifmerge the head exported from CK.

Stage 2 is where I suspect CK did its damage, the kit requires several trips into ck first to allocate the meshes and pathing

the next to gather resources and texture pathing, making it unavoidable. Deep breath

I will try once more with the kit being very cautious of any changes ck or I make and hope it all comes out in the wash.

If not I may have to look for another method. Again thank you very much.

 

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