timstertimster Posted March 3, 2020 Posted March 3, 2020 I want to use face from mod A and hair from mod B on an NPC. Of course this would make blackface. whats the workflow supposed to be? Should I do this in CK, or in ÖSTERREICH, or in XEdit, or Nifskope? I’m so confused.
freddark Posted March 3, 2020 Posted March 3, 2020 If you are on SE, no idea. If you are on LE, you'll need Nifmerge, Nifscope, the CK, and the hairstyle+hairline meshes and texture. First check the weight and skintone of the face by opening the mod A plugin in the CK, and note the values given by the author. If you don't you'll get neckseam/mismatch. Next fire up the CK with the plugin that you want to put the new face in. Make new hairline and hair faceparts with the meshes, and make sure the meshes have the correct texture paths (Use Nifscope to check/change). Next edit whichever npc you want to replace with the new face, change the weight and skintone accordingly and also change the hairstyle to the one you just made. Change the hair colour to whatever you like. Click ok to save your edits and close the npc form. Now save the plugin and then ctrl-F4 on the npc form to export the facegendata. Use Nifmerge to merge face A to the npc facegeom, taking care not to merge hairlines and hair. Again use Nifscope to check/change texture paths. Finally replace the facetint file of the npc with the one from modA (use the npc id). I do this all the time so it does work. Happy modding.
timstertimster Posted March 4, 2020 Author Posted March 4, 2020 15 hours ago, freddark said: If you are on SE, no idea. If you are on LE, you'll need Nifmerge, Nifscope, the CK, and the hairstyle+hairline meshes and texture. First check the weight and skintone of the face by opening the mod A plugin in the CK, and note the values given by the author. If you don't you'll get neckseam/mismatch. Next fire up the CK with the plugin that you want to put the new face in. Make new hairline and hair faceparts with the meshes, and make sure the meshes have the correct texture paths (Use Nifscope to check/change). Next edit whichever npc you want to replace with the new face, change the weight and skintone accordingly and also change the hairstyle to the one you just made. Change the hair colour to whatever you like. Click ok to save your edits and close the npc form. Now save the plugin and then ctrl-F4 on the npc form to export the facegendata. Use Nifmerge to merge face A to the npc facegeom, taking care not to merge hairlines and hair. Again use Nifscope to check/change texture paths. Finally replace the facetint file of the npc with the one from modA (use the npc id). I do this all the time so it does work. Happy modding. Hey thanks for this, let me attempt to repeat this in my own words, see if I got it straight. load mod A and note face skin tone in the NPC's form editor load mod B and in NPC form editor, change hair mesh in the form editor (if using plugin hairstyle like KS Hairdo, I think texture paths will be fine in the source nif) in the CK for SE, no more ctrl+F4, saving the esp saves the textureas and facegen files automatically I'm thinking the rest of what you describe should not be necessary. I'm not making a new face, I am only changing the hairstyle of the modded NPC.
freddark Posted March 4, 2020 Posted March 4, 2020 The method I described is for using the face in mod A and the hairstyle in mod B to change the look of any npc. Afaik it only works for LE because there is no Nifmerge in SE.
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