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Question for the Race Modders


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Quicky explanation:

 

A vanilla race face preset is certainly doable. A custom body used only by a custom vanilla preset however, is not. The only way to isolate a specific body to a specific actor, is by creating a new race that exclusively uses the body, and creating a preset for that race.

 

You need to create new ARMA forms containing the meshes you want to use (body, hands, feet) and set them to DefaultRace. Then create a new ARMO form, set it to the custom race, and add the ARMA forms to it. On the race form, set the morph race to use whatever playable racial morphs you want (NordRace, ImperialRace, etc..), and the armor race to DefaultRace.

 

First, you'll need RaceCompatibility (found on Nexus).

 

Then, you'll need to follow this  to script the race for compatibility, and to access custom hairs and other customization options.

 

Hope this helps,

 

Trykz

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Well I managed to get the Race in game but I am having issues getting the body to change over from the Dark Elf to the Custom body.

 

Did you add the ARMA (typically named for the race for easy identification.... for yours would be something like SkinNakedFalmerRace) forms to the ARMO form, and set the skin data to use the custom ARMO on the race form?

 

ie: SkinNakedFalmerRace

 

You select it on the Race Form, on the Body Data Tab.

 

Trykz

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I think I screwed that part up it seems to be different then setting up Arma & Armos for armor and weapons.

 

It's very much the same, actually. The ARMA form for a weapon or armor part contains the mesh itself, while the ARMO form contains the ARMA form with the item's display information. The only difference is, a SkinNaked ARMO holds more ARMA foms to assemble the complete body skin. This is what you should have:

 

ARMAs

 

NakedFeet*Race*

NakedHands*Race*

NakedTorso*Race*

 

ARMO

 

SkinNaked*Race*

 

On the race form, go to the Body Data tab, and you'll find the "SkinNaked" setting for the vanilla race you duplicated. Check the *Full* preview box to the lower right, and the base race should show up with the default body. Change the SkinNaked in the dropdown box to your new SkinNaked*Race*, and you should see the body change when you deselect and re-select the full preview checkbox again.

 

Let me know if you need anything else  :)

 

Trykz

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Make sure you set all the ARMA forms to DefaultRace, and the ARMO form to your custom race.

 

On the General Data tab, set the Armor Race to DefaultRace.

 

That should fix the missing body problem :)

 

Trykz

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if I set the Arma files to default and the Armo files to my race the Arma files don't how up under models when you add them to the Arma file.

 

It's funny I consider myself a fairly smart person but trying to get this to work is seriously testing the limits of my mental capacities.

 

Edit: Ahh got it of course the head doesn't match the body

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if I set the Arma files to default and the Armo files to my race the Arma files don't how up under models when you add them to the Arma file.

 

It's funny I consider myself a fairly smart person but trying to get this to work is seriously testing the limits of my mental capacities.

 

Edit: Ahh got it of course the head doesn't match the body

 

Create new texture sets using the textures you want to use.

 

Make sure to create all three texture sets...... head, hands, and body (so everything matches).

 

If you're using a duplicated vanilla head mesh, then open the mesh form from the head parts listing. Click on the model button, and you'll see the texture listing in the box at the bottom. Right click and select New...... choose the texture set you created for the head. Now go to the Race form and select the Tinting tab. Delete ALL of the face textures listed in the box at the bottom, and add your custom texture set. Switch to any other tab and back again. Set your new texture in the drop down box, and you should be set.

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I really shouldn't be surprised that the head isn't cooperating with me given how much trouble the body gave me. I've set up the skin tex for the head and set up the head mesh with the proper tex and added it to the race but the face still comes up with the def Dark Elf skin.

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I really shouldn't be surprised that the head isn't cooperating with me given how much trouble the body gave me. I've set up the skin tex for the head and set up the head mesh with the proper tex and added it to the race but the face still comes up with the def Dark Elf skin.

 

Did you use a vanilla head mesh, or a replacer you added to the race mesh folder?

 

I ask because duplicated vanilla head meshes have the textures set up on the mesh itself (which can't be replaced through the CK, as the head defaults to the assigned texture set). If you used a replacer head mesh, just re-direct the textures on the mesh itself using NifSkope, and it should sort the mismatch. I'd suggest using a custom mesh (like Ran's type-D), as ALL vanilla head meshes default to the same textures located in the textures\actor\character\female folder  :)

 

Trykz

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I had used the vanilla mesh I'm going to try Ran's and see what happens.

 

Well I got rans and placed it into my Races Mesh folder set the tex paths and set up a custom head under head parts in CK but I'm still getting the different head color.

 

P.s. The Skin looks a little to bright and blueish I think I need to add some grey to the skin what you think?

post-133474-0-29585000-1374518901_thumb.jpg

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I had used the vanilla mesh I'm going to try Ran's and see what happens.

 

Well I got rans and placed it into my Races Mesh folder set the tex paths and set up a custom head under head parts in CK but I'm still getting the different head color.

 

P.s. The Skin looks a little to bright and blueish I think I need to add some grey to the skin what you think?

 

Did you set the texture on the mesh in the CK as well?

 

Also, true white is VERY hard to achieve. Not really sure why, but I think it has something to do with how skintones are displayed.

 

Trykz

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Just so I'm right set the textures you're talking about This?

 

Sorry I'm primarily a visual learner so I'm slow to pick up on things when it's written.

 

P.s. Second Pic is a test of a race idea I had while messing with this race.

 

Not quite.....

 

What I mean is, on the head part form itself, there is a drop-down box to select the texture set you want the head mesh to use. If you already re-directed the mesh to the textures in NifSkope, then that step isn't necessary, but setting it in the drop-down box is.

 

Trykz

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Yeah that I did but the head still showed up as the vanilla DE face textures

 

Stupid question probably, but did you select the model on the head mesh form?

 

You don't need to change any of the existing morphs, but the head model is a must to get the textures to display.

 

Trykz

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It's set to use the Face Textures that I have in the race folder that match the color of the body

 

Okay..... I ask because what I see in the pic says it's a femalebody texture, when I'm used to seeing *femalehead* there  :)

 

At this point, there's not much more I can suggest. If you want to PM me the ESP, I might be able to help more by actually seeing it in the CK.

 

Trykz

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You'll need to Meshes and Textures also won't you?

 

Nope..... just the ESP. I can get the folder structure from the ESP, and just drop random meshes and textures in to see how you have things set up in the CK.

 

Trykz

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