Sculpur Posted July 6, 2021 Posted July 6, 2021 Hello everyone,  Most of the time, I have been successful converting mods from Skyrim to Skyrim SE using the Cathedral Assets Optimizer. However, recently I encountered two follower mods for which the faces of the characters would go different default-ish face geometry + blackface. In both cases it is a custom follower not overriden by or overriding any other mod. The face geometry is in the expected folder, properly named and etc. Looks fine in nifscope at first glance - textures and geometry are the right ones, the node structure is the same as in other ones that function properly. So, my questions: Am I right to assume that as long as the folder in meshes\actors\character\facegendata\facegeom is named after the plugin, and the nif file is named after the NPC's form ID (with the leading digits defaulted to 00), the face geometry data will be resolved automatically? Is there a reliable way to debug/investigate why exactly this is happening? Is there a better toolset to use for the purpose instead of the Cathedral Assets Optimizer, in case the face geometry nif is not converted properly.  Thanks in advance!
gall222 Posted July 9, 2021 Posted July 9, 2021 Â It doesn't have to be Cathedral Assets Optimizer's fault. You wrote that the earlier ports are working. It could be some part of the head [nif] This could be the difference between the ESP file and the head If you attach the followers LE file, I can check.
Sculpur Posted July 10, 2021 Author Posted July 10, 2021 21 hours ago, gall222 said: .... If you attach the followers LE file, I can check. Wow, thanks for that picture mate, I had most of that down but I did not know there is a implicit relation between the shapes in the nif and the head parts in the plugin. If you really would be so kind to look, its about https://www.nexusmods.com/skyrim/mods/29633. After reading your reply I had a look and realized every shape does indeed correspond to a head part, but ones from the original Skyrim.esm (for example FemaleHeadImperial) not part of the plugin. This seems to work fine in Skyrim (I have both editions so I tested), but does not survive in SE (if that has anything to do with the problem, it's just an assumption at this point). No idea if this would help but since I have some time on my hands, I will check what happens if I create dedicated head parts in the plugin and rename the shapes in the nif in the meantime.
Sculpur Posted July 10, 2021 Author Posted July 10, 2021 So for anyone with a similar issue that stumbles here, I fixed it. I managed to do that by creating new, separate HDPT (head part objects) in the follower ESP, identical to the ones in Skyrim.esm originally used. I then also changed the references in the Head Parts section of the NPC in the plugin to these new head parts, and changed the names of the corresponding shapes in the face geometry nif to their editor ID's (not sure if that part's necessary). Thanks again for your help gall222!
gall222 Posted July 10, 2021 Posted July 10, 2021 The author writes that no mods are needed. But despite this, it is not a standalone modem. It only uses resources from the game, but if you have any interchangeable mods it can create a black-face. Just in case, I made Her standalone. 1] Install the Original mod [LE] 2] Install the body 3] Install this version [file below]  https://mega.nz/file/VMZiRTaC#XmRvcxFbLaKg4mYwcn3L8dI2IHviJMYI7OYrY3Fukdo     I am not the author of this mod Thanks and credits are due to the original author. https://www.nexusmods.com/skyrim/mods/29633?tab=description Â
gall222 Posted July 10, 2021 Posted July 10, 2021 I'm glad you handled it. My page was refreshed only after publication and I haven't seen your post. Sorry.
Sculpur Posted July 11, 2021 Author Posted July 11, 2021 27 minutes ago, gall222 said: I'm glad you handled it. My page was refreshed only after publication and I haven't seen your post. Sorry. Thanks for tackling it anyway! I'll have a look at your version as well to see how you went about it.
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