ARabidGrandma Posted February 12, 2019 Posted February 12, 2019 Women changed by the bijin mod series all have the same bloated face shape. Loading just the bijin AIO in CK shows the same fat faces for each character. They were working fine until I did the ctrl-F4 shortcut to fix a grey face bug I had with a load of male characters (I didnt select any female characters when doing the shortcut) Looking at the .nif that comes with the bijin mods, looks like its the same head shape too (cant' really tell, the models load in bright pink) Does anyone know whats causing it or how to fix it?
ARabidGrandma Posted February 12, 2019 Author Posted February 12, 2019 Heres what the preview shows in CK, it's also what they looked like in game. When generating the preview, CK does throw some errors about not being able to locate certain face parts. I'm using mod organiser 1 btw, with CK starting through it if it makes a difference
ARabidGrandma Posted February 12, 2019 Author Posted February 12, 2019 Seems its a lot worse than I thought, Any NPC visual mod I load up, has this horrible face shape when previewing a woman that is modifoed by the loaded mod.
Grey Cloud Posted February 12, 2019 Posted February 12, 2019 I haven't a clue to be honest. Have you tried reinstalling Bijin?
RW311 Posted February 13, 2019 Posted February 13, 2019 What you see in ck preview is base default npc race setting, this means ck cannot load anything from your npc data because it was not made in ck and so it cannot create a facegen for it. If you loaded ck and edit any npc that was made with custom head parts or facemorphs even if you don't generate new facegen when you save you have reset any head you opened to base default sliders and broken this npc data. If you want to edit custom npc use tes5edit only and don't edit cosmetic or weight data as you will now have to recreate the facegen. If you have grey faces fix the load orer issue or mod conflict that is causing it never listen to any advice to use ck facegen tool unless you know for sure the facegen is missing and can be recreated here only if it was made with base game assets. Reinstall your npc mod and find and solve the grey face issue by looking up each npc that is affected by it in console then tracking down the mods that affect the npc and making sure the mod that installed the faceegen is the last thing loaded to the npc.
ARabidGrandma Posted February 13, 2019 Author Posted February 13, 2019 16 hours ago, RW311 said: What you see in ck preview is base default npc race setting, this means ck cannot load anything from your npc data because it was not made in ck and so it cannot create a facegen for it. If you loaded ck and edit any npc that was made with custom head parts or facemorphs even if you don't generate new facegen when you save you have reset any head you opened to base default sliders and broken this npc data. If you want to edit custom npc use tes5edit only and don't edit cosmetic or weight data as you will now have to recreate the facegen. If you have grey faces fix the load orer issue or mod conflict that is causing it never listen to any advice to use ck facegen tool unless you know for sure the facegen is missing and can be recreated here only if it was made with base game assets. Reinstall your npc mod and find and solve the grey face issue by looking up each npc that is affected by it in console then tracking down the mods that affect the npc and making sure the mod that installed the faceegen is the last thing loaded to the npc. Ive deleted the facegen files from MO that the CK generated, now the female npcs faces work properly in game, but the grey faces are back. I'm using a merge of Ultimate NPC overhaul, The ordinary women ,TCOW NPC Improvement, improved bards, seranaholic and the bijin seires. SO im pretty sure every named character is modified. Obviously thats a lot of characters to manually go through and drag records about in TES5 Edit. I'll do it if I have to, but is there no faster way? Also what specific record is likely to be the ones I need to look for?
RW311 Posted February 13, 2019 Posted February 13, 2019 What you have is the mod that is winning the conflict for the npc data but does not match the facegen.nif that is being loaded. So you can try and make the correct facegen files overwrite which sounds like a nightmare with that many npc mods. For this you have to go to each npc with greyface, open console click on the npc to find their id and the mod that made last base change. Go to that mod in your files or with MO however that works and find the facegen.nif that is named with that npc id# and make it the one that is loaded, either dumping it into the data or with mo overwrite if that is possible I've never used it. However, If it was working ok when you regenerated the facegen data for the greyface npcs but only screwed up the custom npcs then this is the best option so you just need to change how you were doing it. First thing is when you open an npc to preview in ck since all you are doing is rebuilding facegen don't ever press ok when done always press cancel!! this way nothing gets changed, ck will make changes if something is not working for it and if you press ok those changes will get dumped into your facgen when you create it. If npc has custom head bypass it you can't use ck for this, cancel the preview always even if they look fine!. Once you build all your facegen that you know were broken do not save the mod close ck without saving this is important because there is always a chance it changed something even if you were very careful especially if you are looking through many entries and you don't need to save it as the facegen files were created and that is all you are after.
yatol Posted February 13, 2019 Posted February 13, 2019 On 2/12/2019 at 10:20 PM, ARabidGrandma said: Heres what the preview shows in CK, it's also what they looked like in game. When generating the preview, CK does throw some errors about not being able to locate certain face parts. and why are you messing with female head nif when the problem are some male npc? those npc facegeom have nothing to do with the head nif, since that was made with racemenu all those npc are a copy paste of the same one, so they all look the same in crap kit the missing headpart it's the hairs those npc don't have, and it's fine if crap kit can't load those hair, those npc replacer don't have sg/ks/whatever as master, either you copy paste those hair headpart in the mod (doubles), either you rename the hair mesh to femalehairnord01, and give that to that npc (not that they did either) anyway, if some npc have no tint mask, or what they call the grey face bug, instead of doing some crap in crap kit, you load tesedit and go that npc id then you search the npc id.nif in your mo folder (if you don't use mo.... you want troubles you have them) you open the nif and you compare that to the headparts that win the conflicts in tesedit npc have headpart hair x, head nif have hair y, it's no good, the files of the mod that win the load order were overwrite by another, npc headpart and nif meshe don't match, game won't load the nif but generate the npc head, with malehead.nif, withoout adding the npc tintmask to textureset maleheadnord (it's on purpose, it's 20 seconds to generate a head, it's much faster to load a head nif, you need a way to see your performance drop was because some npc head nif weren't load)
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