Jump to content

Custom headmesh for custom race


lynx334

Recommended Posts

Posted

Hi everyone is it possible to have a custom head mesh in a custom race ? I know it's possible to do it with the feets, hands and body, but is it possible to do it with the whole face ? I've tried so far adding it to the body (ARMO) in the model list, but it just crashes, any suggestion ?

Posted

It's definitely possible (pretty much any real custom race that isn't just retextured/renamed humans does it, check out some of my own race mods as examples of it), and you may not even need a custom race for it depending on the situation. Would need to know what kind of custom head mesh we're talking about, though. Could you share more info?

Posted
17 minutes ago, Blaze69 said:

It's definitely possible (pretty much any real custom race that isn't just retextured/renamed humans does it, check out some of my own race mods as examples of it), and you may not even need a custom race for it depending on the situation. Would need to know what kind of custom head mesh we're talking about, though. Could you share more info?

Is a headmesh I exported long time ago from my old playthrough it's a nif with it's tintmask, I've tried doing it as a ARMO, but it crashes my game, and I tried doing a FemaleHeadNord instead of femalehead.nif I tried putting mine, but nothing changes, I could use racemenu import head, but it just makes everything horrible so I wanted to make a custom race that uses that head by default aswell as a body

Posted
16 minutes ago, lynx334 said:

Is a headmesh I exported long time ago from my old playthrough it's a nif with it's tintmask, I've tried doing it as a ARMO, but it crashes my game, and I tried doing a FemaleHeadNord instead of femalehead.nif I tried putting mine, but nothing changes, I could use racemenu import head, but it just makes everything horrible so I wanted to make a custom race that uses that head by default aswell as a body

RaceMenu/FaceGen exported heads can't be used as "base" head parts for a race, and they can't be equipped as helmets/standard items either, so that won't work.

 

RaceMenu exported heads are identical to CK FaceGen generated ones (as far as code is concerned, I mean), so you should be able to use it as the FaceGen file for a custom NPC just fine. You don't even need a custom race assuming the head mesh is just a sculpted vanilla human head (or same goes for elves or beasts, the only requirement is that you were using a vanilla race when exporting the head from RM).

 

If you just want it for a custom NPC, I can guide you through it, but if you actually want it as a player head, you are better off just reusing the RaceMenu JSLOT preset it was exported from (and if you didn't save the preset or lost the file, you are out of luck :classic_unsure:). So, which one is it?

Posted
Just now, Blaze69 said:

RaceMenu/FaceGen exported heads can't be used as "base" head parts for a race, and they can't be equipped as helmets/standard items either, so that won't work.

 

RaceMenu exported heads are identical to CK FaceGen generated ones (as far as code is concerned, I mean), so you should be able to use it as the FaceGen file for a custom NPC just fine. You don't even need a custom race assuming the head mesh is just a sculpted vanilla human head (or same goes for elves or beasts, the only requirement is that you were using a vanilla race when exporting the head from RM).

 

If you just want it for a custom NPC, I can guide you through it, but if you actually want it as a player head, you are better off just reusing the RaceMenu JSLOT preset it was exported from (and if you didn't save the preset or lost the file, you are out of luck :classic_unsure:). So, which one is it?

Can a Racemenu FaceGen could be reworked to be used as a base one ?, I want to use that face as a base since I lost the JSLOT long ago, I don't think I'm gonna be able to recreate that face again lol. Other than that, can I use a facetint in a player face ?

Posted
10 minutes ago, lynx334 said:

Can a Racemenu FaceGen could be reworked to be used as a base one ?, I want to use that face as a base since I lost the JSLOT long ago, I don't think I'm gonna be able to recreate that face again lol. Other than that, can I use a facetint in a player face ?

Try this:

  1. Create a character with the same race you used to export the RM head mesh. Don't need to play around with sliders, just select the same race and gender as the export (I assume it's Nord Female from your comments).
  2. Select the same head parts (eyes, hair, etc.) as the ones from the RM mesh (you can open it in NifSkope and check the head part names if you don't remember them).
  3. IMPORTANT: Set your character to the same Weight as the exported one. For me it's easy because I always set my characters to weight 100, but if you used a different weight and/or can't remember the value, it will make things harder.
  4. Go to the Sculpt tab in RM, and import the old RM head file.
  5. If everything goes well, you should now have the same head shape from the RM head. Don't touch any sliders because chances are they will bork the head, but you shouldn't need to touch them anyway.
  6. ^If the above applies, save your preset. If you get a neck seam instead, then you used the wrong Weight value in Step 3. Press Z (or whichever key you have remapped for "Undo/Clean Sculpt" in the sculpt tab) and try again with another weight value.
Posted
10 minutes ago, Blaze69 said:

Try this:

  1. Create a character with the same race you used to export the RM head mesh. Don't need to play around with sliders, just select the same race and gender as the export (I assume it's Nord Female from your comments).
  2. Select the same head parts (eyes, hair, etc.) as the ones from the RM mesh (you can open it in NifSkope and check the head part names if you don't remember them).
  3. IMPORTANT: Set your character to the same Weight as the exported one. For me it's easy because I always set my characters to weight 100, but if you used a different weight and/or can't remember the value, it will make things harder.
  4. Go to the Sculpt tab in RM, and import the old RM head file.
  5. If everything goes well, you should now have the same head shape from the RM head. Don't touch any sliders because chances are they will bork the head, but you shouldn't need to touch them anyway.
  6. ^If the above applies, save your preset. If you get a neck seam instead, then you used the wrong Weight value in Step 3. Press Z (or whichever key you have remapped for "Undo/Clean Sculpt" in the sculpt tab) and try again with another weight value.

It works well, but it seems that the facetint didn't apply at all, how can I fix that ?

Posted
Just now, lynx334 said:

It works well, but it seems that the facetint didn't apply at all, how can I fix that ?

No way to fix it, unfortunately. Player tints are applied on runtime by the game, so you can't manually edit the texture or load a custom one like you can do for NPCs. Only way to get the tints as well is to set up the tint data the same way as the first time using the sliders.

Posted
18 minutes ago, Blaze69 said:

No way to fix it, unfortunately. Player tints are applied on runtime by the game, so you can't manually edit the texture or load a custom one like you can do for NPCs. Only way to get the tints as well is to set up the tint data the same way as the first time using the sliders.

I understand , thank you for your help !

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...