Jump to content

Impossible to transfer face to npc


Recommended Posts

Posted

Four hours trying to transfer a face from racemenu to a npc in CK.

 

This is thecharacter made in-game, using racemenu: https://imgur.com/Ox6sk1K
And this is how the same character looks in the Creation Kit: https://imgur.com/n9c6qBE

 

Already tried everything. Looked into several tutorials, posts and articles. It seems there is no solution to it. Tried the SPC command, the saveface command, exported tints and nifs, nothing works.

 

Is there any tool to import faces to CK? SPC is clearly broken, and the export from racemenu is only useful for 3d graphic makers.

Posted
1 hour ago, Wolfstorm321 said:

Four hours trying to transfer a face from racemenu to a npc in CK.

 

This is thecharacter made in-game, using racemenu: https://imgur.com/Ox6sk1K
And this is how the same character looks in the Creation Kit: https://imgur.com/n9c6qBE

 

Already tried everything. Looked into several tutorials, posts and articles. It seems there is no solution to it. Tried the SPC command, the saveface command, exported tints and nifs, nothing works.

 

Is there any tool to import faces to CK? SPC is clearly broken, and the export from racemenu is only useful for 3d graphic makers.

When I have done what you are trying the command was SPF (Save player's face). A list of this and other console commands is available here:

https://en.uesp.net/wiki/Skyrim:Console

Posted
22 minutes ago, Wolfstorm321 said:

Yes, it was SPF... just got confused...

In that case it is straightforward. When I did it, I did it following this guide. Import the face you made. Look at the entire body (not the face). As CPU indicates the face preview may be messed up. Once done, check it in game.

Posted

I used this tutorial here: http://wiki.tesnexus.com/index.php/Using_a_face_made_with_RaceMenu_on_an_NPC_for_Skyrim

 

Since nifmerge wont work with SSE, I used the SSE NIF Optimizer to convert both files to LE and then back to SSE after the merge. 

The texture was exported through GIMP, which have a native DDS plugin.

 

So far, the mesh is appearing now in nifscope, it wasnt before. Here is a screenshot: https://imgur.com/LB1JgNC

I also had to manually insert the objects in the headparts.csv file. Nifmerge said to use TES5Edit (which now is called SSEEdit), but I had no clue how to do that, so I inserted it manually and it worked.

 

However, going back to CK, the mesh is not appearing, even after the merge. It is still that old horse face.

I dont have any idea where the put the modified mesh. CK dont let me change the "base head parts" in the "character gen parts" section.

 

I really dont know what to do anymore. I dont work with 3d graphics, so I cant just go changing values in nifscope, since I dont have a clue about what they mean.

I just want to add a customized companion. B1JgNC

Posted
14 minutes ago, Wolfstorm321 said:

I used this tutorial here: http://wiki.tesnexus.com/index.php/Using_a_face_made_with_RaceMenu_on_an_NPC_for_Skyrim

 

Since nifmerge wont work with SSE, I used the SSE NIF Optimizer to convert both files to LE and then back to SSE after the merge. 

The texture was exported through GIMP, which have a native DDS plugin.

 

So far, the mesh is appearing now in nifscope, it wasnt before. Here is a screenshot: https://imgur.com/LB1JgNC

I also had to manually insert the objects in the headparts.csv file. Nifmerge said to use TES5Edit (which now is called SSEEdit), but I had no clue how to do that, so I inserted it manually and it worked.

 

However, going back to CK, the mesh is not appearing, even after the merge. It is still that old horse face.

I dont have any idea where the put the modified mesh. CK dont let me change the "base head parts" in the "character gen parts" section.

 

I really dont know what to do anymore. I dont work with 3d graphics, so I cant just go changing values in nifscope, since I dont have a clue about what they mean.

I just want to add a customized companion. B1JgNC

You may not have noticed but I gave you a link when I said "this guide". It is what I used for my follower and I think you will be able to get the results you want. Unless you want your hair to not require a particular hair mod this can all be done without 3d graphics, NifSkope, etc.

Posted
27 minutes ago, Psalam said:

You may not have noticed but I gave you a link when I said "this guide". It is what I used for my follower and I think you will be able to get the results you want. Unless you want your hair to not require a particular hair mod this can all be done without 3d graphics, NifSkope, etc.

 

This guide says to use the SPF command. Like I said earlier, it is not working.

 

This is the character made in-game, using racemenu: https://imgur.com/Ox6sk1K
And this is how the same character looks in the Creation Kit, after using the SPF command: https://imgur.com/n9c6qBE

 

That's why Im trying with nifmerge and nifscope.

Posted
22 minutes ago, Wolfstorm321 said:

 

This guide says to use the SPF command. Like I said earlier, it is not working.

 

This is the character made in-game, using racemenu: https://imgur.com/Ox6sk1K
And this is how the same character looks in the Creation Kit, after using the SPF command: https://imgur.com/n9c6qBE

 

That's why Im trying with nifmerge and nifscope.

Well I grant that you are having an issue. It should not require 3d imaging (it didn't for me anyway). I don't know what to tell you if you've used the "Import" key to bring your saved face into the CK.

 

If you are making a follower named Gidget you should

  1. Make the face in the racemenu as you have and, in the console, type SPF Gidget
  2. Check to make sure that your Skyrim directory now has a file entitled Gidget.npc
  3. Open the CK and make the rest of your follower's characteristics
  4. Go to CK and specifically to the Character Gen Parts tab (see below in red)
  5. Click Import (see below in blue)
  6. Import Gidget.npc

Except for the fact that I forgot to tell you to turn the tintmasks off before importing the face and turning them back on when your done, you're finished.

 

The shots from the CK were taken from my Cynthia follower where I followed those steps.

 

Spoiler

398831527_Screenshot(120)j.jpg.e1a205709292cbf041ff22cc5ed72445.jpg

 

Posted
1 hour ago, Psalam said:

Well I grant that you are having an issue. It should not require 3d imaging (it didn't for me anyway). I don't know what to tell you if you've used the "Import" key to bring your saved face into the CK.

 

If you are making a follower named Gidget you should

  1. Make the face in the racemenu as you have and, in the console, type SPF Gidget
  2. Check to make sure that your Skyrim directory now has a file entitled Gidget.npc
  3. Open the CK and make the rest of your follower's characteristics
  4. Go to CK and specifically to the Character Gen Parts tab (see below in red)
  5. Click Import (see below in blue)
  6. Import Gidget.npc

Except for the fact that I forgot to tell you to turn the tintmasks off before importing the face and turning them back on when your done, you're finished.

 

The shots from the CK were taken from my Cynthia follower where I followed those steps.

 

  Hide contents

398831527_Screenshot(120)j.jpg.e1a205709292cbf041ff22cc5ed72445.jpg

 

 

Probably a dumb question but "I forgot to tell you to turn the tintmasks off" - how do you do that ?

 

 

 

Posted

Well, I moved the entire tintmasks directory, since I didnt find anything to turn them off.

 

Nothing changed. Used the SPF command, imported, exported, merged, converted, same results.

 

I think Im done, there is no solution to this.

 

Posted
15 minutes ago, Calgonas said:

 

Probably a dumb question but "I forgot to tell you to turn the tintmasks off" - how do you do that ?

 

 

 

Yeah, I figured someone would ask. I should have just said so in the post above.

 

This is where to find the tintmasks:

     Data/textures/actors/character/characterassets/tintmasks

What I chose to do (although there are any number of alternative ways to do the same thing) was to simply place an "a" before tintmasks and thereby hiding it from the game. So, for a brief period of time I had

     Data/textures/actors/character/characterassets/atintmasks

And then, when I was finished with my follower, I simply removed the "a" and restored the proper path.

Posted

I decided to throw the optimized nif and texture into different folders, and attributed them in CK.

 

So far, I've got this result: https://imgur.com/hzvpfJW

 

But when I load the face into the character, I have this: https://imgur.com/5qJVWsI

 

The mesh seems to be there, but there is no texture for the skin. The hair didnt appear, because it was in KS Hairdo's.esp (which was not loaded in this session), but what about the skin? Should it not use a default skin?

 

If I attribute folders to skin and hair, will I need to load the parent esp?

 

And if the mesh is not there, what more could I do?

Posted
On 8/4/2019 at 7:35 PM, Psalam said:

Yeah, I figured someone would ask. I should have just said so in the post above.

 

This is where to find the tintmasks:

     Data/textures/actors/character/characterassets/tintmasks

What I chose to do (although there are any number of alternative ways to do the same thing) was to simply place an "a" before tintmasks and thereby hiding it from the game. So, for a brief period of time I had

     Data/textures/actors/character/characterassets/atintmasks

And then, when I was finished with my follower, I simply removed the "a" and restored the proper path.

 

I need to investigate that further but I don't think that is the problem we are facing.  The latest release of Racemenu for SSE allows you to export a head.  I want to be able to import that head onto an NPC.  Using the NPC save function doesn't seem to cut it - it's just a copy of the slider values, not a full new head.   I can export the full head from Racemenu, I can see it in Outfit Studio or another nif viewer but I cannot get it into the game.  I've tried overwriting the facegen files for my NPC but something is wrong -  probably the format of the NIF.  There's tools for this in Oldrim but none as far as I can see for SSE.  If anyone solves this - pleas let me know.  Here's a head I created and exported:  

 

Jenny.thumb.PNG.ca6c78819aa8daf35ecc6ae1e02447fe.PNG

 

Posted

Well, the face is not loading in the parts because the full nif is a mask, so its destined to the facegendata.

 

The error returned is:

Failed to load 'actors\character\Ulfheid\00000D61.NIF' in BSFaceGenModel::LoadModelMesh.


But if I put in the facegendata, it loads the ugly potato face.

 

I thought it was the hair, since the hair used (0Mikaela) is bugged, and it wont fit, even with the potato face.

 

So I remade the entire process without the hair and the brows, using only vanilla objects.

 

And the result is the same potato face of before: https://imgur.com/vSqXS5x

 

I believe the problem is with CK, which is not reading meshes from racemenu data. I checked the texture addresses in the nif and it is all in place. Here is the nif file in nifscope: https://imgur.com/QPuZwT1

 

 

Posted
2 minutes ago, Wolfstorm321 said:

Well, the face is not loading in the parts because the full nif is a mask, so its destined to the facegendata.

 

The error returned is:

Failed to load 'actors\character\Ulfheid\00000D61.NIF' in BSFaceGenModel::LoadModelMesh.


But if I put in the facegendata, it loads the ugly potato face.

 

I thought it was the hair, since the hair used (0Mikaela) is bugged, and it wont fit, even with the potato face.

 

So I remade the entire process without the hair and the brows, using only vanilla objects.

 

And the result is the same potato face of before: https://imgur.com/vSqXS5x

 

I believe the problem is with CK, which is not reading meshes from racemenu data. I checked the texture addresses in the nif and it is all in place. Here is the nif file in nifscope: https://imgur.com/QPuZwT1

 

 

I think the issue is with the structure of the NIF.  Don't have one here in front of of me at the moment but when I expanded the structure of a NIF (that works) from the game and compared it to the one from racemenu the structure was different.  I believe (but still learning) that for Oldrim this tool https://www.nexusmods.com/skyrim/mods/40494 solves the issue but I couldn't get it to work with an SSE head.  It's all so bloody infuriating, I want to learn how to mod this game but every small step forward in knowledge just bangs against another technical issue to work out.

Posted
28 minutes ago, Calgonas said:

I think the issue is with the structure of the NIF.  Don't have one here in front of of me at the moment but when I expanded the structure of a NIF (that works) from the game and compared it to the one from racemenu the structure was different.  I believe (but still learning) that for Oldrim this tool https://www.nexusmods.com/skyrim/mods/40494 solves the issue but I couldn't get it to work with an SSE head.  It's all so bloody infuriating, I want to learn how to mod this game but every small step forward in knowledge just bangs against another technical issue to work out.

 

 

You have to convert to SLE format then back to SSE.

To convert, I used this tool: https://www.nexusmods.com/skyrimspecialedition/mods/4089/?

 

I converted both files to SLE, then merged and converted back to SSE. And I still get the potato face.

Maybe some data is being lost on the conversion, who knows.

Posted

Problem was solved. I followed this tutorial: https://www.youtube.com/watch?v=xcHw4sqrrx8

 

Its a lenghty tutorial, but one thing people forget to mention, is that you have to deselect all the other three options in the SSE Nif Optimizer.

The tutorial came with a template in the description, but the npc is acting like a retard. At least the worst part is already done.

 

What a fucking nightmare.

Archived

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

  • Recently Browsing   0 members

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