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Problem(s) about importing faces into Creation Kit...


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Posted (edited)
Quote

This is a picture of celebrity that I want to create is:

 

 

Who is she? I don't follow pop culture at all, movie, music celebrities or otherwise. I can get a sculpt close, but she is contorting her face in the picture you posted which makes accuracy very difficult. I need more photo's and her name will help me find them. Even still:

 

 

Skyrim-SE-2025-02-03-07-01-26-Copy.png

 

 

What purpose do you have in mind? Is it for your player character, a companion, an npc replacement?

 

 

Quote

I couldn't understand how to create similar face via editing colors.

 

This is a fundamental misunderstanding, you are using a automated translator, correct? I will write as plainly as I can to account for translation errors.

 

 

That I wrote before is not for creating a face, but getting the correct skin color tint into Creation Kit for making an npc or editing an existing one without using SPF command or the file in CK.

 

Making the facegen is just as you have done, in Racemenu or ECE.  Keep practicing, it takes time to get good at 3d model sculpting. It is not an easy art to acquire, and duplicating real people is even more difficult without a solid foundation.

 

Quote

Still, it doesn't work.

 

It does, but you must be patient while working.

 

Edited by 1whirled
Posted
4 hours ago, 1whirled said:

 

 

Who is she? I don't follow pop culture at all, movie, music celebrities or otherwise. I can get a sculpt close, but she is contorting her face in the picture you posted which makes accuracy very difficult. I need more photo's and her name will help me find them. Even still:

 

 

Skyrim-SE-2025-02-03-07-01-26-Copy.png

 

 

What purpose do you have in mind? Is it for your player character, a companion, an npc replacement?

 

 

 

This is a fundamental misunderstanding, you are using a automated translator, correct? I will write as plainly as I can to account for translation errors.

 

 

That I wrote before is not for creating a face, but getting the correct skin color tint into Creation Kit for making an npc or editing an existing one without using SPF command or the file in CK.

 

Making the facegen is just as you have done, in Racemenu or ECE.  Keep practicing, it takes time to get good at 3d model sculpting. It is not an easy art to acquire, and duplicating real people is even more difficult without a solid foundation.

 

 

It does, but you must be patient while working.

 

 

Her name is Riley Steele.

She's a pornstar.

You can get her pictures from this website.

I don't use an automated translator. English is my secondary language. My vocabulary is limited.

I want to create for my NPC.

 

When you talk about RGB coloring like a painting, sculpting 3D model like a sculptor, it's like asking a child play Chopin's etude at the first lesson.

I can't even draw a stick man.

 

In your first post, when you talked about RGB, I said to myself "what is RGB?", "how to make settings and/or use them for a face?"

Only thing that I know that RGB means Red-Green-Blue. I have no idea about colors or painting at all.

 

 

 

Posted (edited)
6 hours ago, 1whirled said:

 

 

Who is she? I don't follow pop culture at all, movie, music celebrities or otherwise. I can get a sculpt close, but she is contorting her face in the picture you posted which makes accuracy very difficult. I need more photo's and her name will help me find them. Even still:

 

 

 

 

I prepared a package of her pictures that show her faces. Maybe, they'll be helpful.

 

Riley Steele's Pictures.7z

 

Edited by nehaberlan
Posted (edited)
10 hours ago, nehaberlan said:

 

Her name is Riley Steele.

She's a pornstar.

You can get her pictures from this website.

I don't use an automated translator. English is my secondary language. My vocabulary is limited.

 

 

That's helpful, thanks. Don't worry about the language barriers, I speak 3 myself. One of which I can speak, but not read or write at all, so I understand the difficulties.

 

 

Quote

I want to create for my NPC.

 

 

This is confusing. For clarity; you mean your character (called the PC or Player Character)? 

 

A NPC is any other entity, standing for Non Player Character. Npc range from the cute little bunnies to humanoids in the game, Yes, that includes the dragons too, but not the ambient insects or fish largely, except enemy with rudimentary AI like the Charus & Slaughterfish. Any that you do not control as the game player, in other words.

 

When you say "My NPC", it is a direct contradictory statement, which is why I ask for clarification.

 

 

 

Quote

When you talk about RGB coloring like a painting, sculpting 3D model like a sculptor, it's like asking a child play Chopin's etude at the first lesson.

I can't even draw a stick man.

 

In your first post, when you talked about RGB, I said to myself "what is RGB?", "how to make settings and/or use them for a face?"

Only thing that I know that RGB means Red-Green-Blue. I have no idea about colors or painting at all.

 

Alright class, listen up.

 

RGB is Red-Green-Blue as you said, also known as the Hubble Palette (the space telescope employed it first, now retired), and the way mostly modern computer systems decipher color values, although not entirely natively. Is also the way every game I know of uses color, but some addon's like ENB & some Reshade plugins can use either it or HSL values. I won't go into breaking down the differences, just know they exist. 

 

This is the format of the insert_random_name.dds image file that is exported from Racemenu when you export the character head you made. All the relevant color information is contained within. This is why you don't need SPF files, and also why they are a waste of time.

 

 

The importance here is Bethesda's games, and the tools for them like Creation Kit all use that color rendering system (RGB Method) themselves, as all that work using Microsoft's DirectX graphics API do. This is denoted by the textures file names all ending in .dds as the file types (DirectDraw Surface), which is a MS specific implementation of compressed image file types for use within their API's. Texture tile sets are usually mostly painted by hand using some specialized utilities, literally, why the term painting applies. Except for bump maps (or normal's as they are more commonly known these days), which are only designed to be machine readable, the color you see is just data encoding taken a visual form via color values in a photographic format.

 

That is a succinct an explanation as can be given. If you would like to know more: https://en.wikipedia.org/wiki/DirectDraw_Surfacehttps://en.wikipedia.org/wiki/Direct3D, and https://en.wikipedia.org/wiki/DirectX

 

 

I don't have time to go into why the term sculpting is accurate on meshes, just accept that it's the common use term industry wide and all of those sliders you see in ECE or RM are hand crafted by someone, and that data transferred into those sliders via the .tri (morph) files which also manage the facial expressions that were given to you earlier in this thread. Though reading through, you never needed them or Blender at all.

 

But, since you have Blender installed, go to the sculpting or texturing tab and see for yourself how the tools work. Then, what would you call them?

Edited by 1whirled
Posted
1 hour ago, 1whirled said:

 

 

That's helpful, thanks. Don't worry about the language barriers, I speak 3 myself. One of which I can speak, but not read or write at all, so I understand the difficulties.

 

 

 

 

This is confusing. For clarity; you mean your character (called the PC or Player Character)? 

 

A NPC is any other entity, standing for Non Player Character. Npc range from the cute little bunnies to humanoids in the game, Yes, that includes the dragons too, but not the ambient insects or fish largely, except enemy with rudimentary AI like the Charus & Slaughterfish. Any that you do not control as the game player, in other words.

 

When you say "My NPC", it is a direct contradictory statement, which is why I ask for clarification.

 

 

 

 

 

RGB is Red-Green-Blue as you said, also known as the Hubble Palette (the space telescope employed it first, now retired), and the way mostly modern computer systems decipher color values, although not entirely natively. Is also the way every game I know of uses color, but some addon's like ENB & some Reshade plugins can use either it or HSL values. I won't go into breaking down the differences, just know they exist. 

 

This is the format of the insert_random_name.dds image file that is exported from Racemenu when you export the character head you made. All the relevant color information is contained within. This is why you don't need SPF files, and also why they are a waste of time.

 

The importance here is Bethesda's games, and the tools for them like Creation Kit all use that color rendering system (RGB Method) themselves, as all that work using Microsoft's DirectX graphics API do. This is denoted by the textures file names all ending in .dds as the file types (DirectDraw Surface), which is a MS specific implementation of compressed image file types for use within their API's. Texture tile sets are usually mostly painted by hand, except for bump maps (or normal's as they are more commonly known these days) using some specialized utilities, literally, why the term painting applies.

 

If you would like to know more: https://en.wikipedia.org/wiki/DirectDraw_Surfacehttps://en.wikipedia.org/wiki/Direct3D, and https://en.wikipedia.org/wiki/DirectX

 

 

I don't have time to go into why the term sculpting is accurate on meshes, just accept that it's the common use term industry wide and all of those sliders you see in ECE or RM are hand crafted by someone, and that data transferred into those sliders via the .tri (morph) files that were given to you earlier in this thread. Though reading through, you never needed them or Blender at all.

 

Thank you for the info...

 

I've created follower(s) based on pornstars. So, the faces of them have been NPC followers' faces, aren't they?

Right now, I'm working on an inn. There are innkeepers, bards, bosses, a follower, etc...

So, all of them are NPCs, aren't they? Am I wrong 'til now?

 

Painting, drawing, sculpting are not that I can learn and do. I don't have any talent for them.

Although, I would like to learn how to paint a face for creating head.

I need a tutorial with lots of detailed pictures in it, for "Level 0" grade dummies.

Maybe, I wouldn't learn/understand at all. So what? At least, I would try to do it.
I know my limits. If I can't, I can't. So what? It's not the end of the world...

:)

 

Posted (edited)
Quote

I've created follower(s) based on pornstars. So, the faces of them have been NPC followers' faces, aren't they?

 

That's the correct usage of npcs, ok, no problem. I understand.

 

Yeah, you still don't need to import the faces into CK, if using HPH, CoR, UBE or whatever non standard head, you only need slave the plugin to HPH/CoTR/UBE.  Or alternately make them standalone copying as new records the relevant faceparts and valid racial headparts data coupled possibly with extending it to the custom race if you intend to make one.

 

Quote

Painting, drawing, sculpting are not that I can learn and do. I don't have any talent for them.

 

No worries, everyone has different things they are good at, some being natural talents & sometimes even prodigies. Nothing wrong with that, or conversely being awful at. I'm terrible at programming, but I can also do almost everything else. Even extends to building a building, or a race car from ground up. Also bad with names and dates, but brilliant with science & math. Have to see a face almost a dozen times before associating it firmly in mind with the name, but I'll remember the face itself decades later even if I've seen it only once. Odd how the human mind works sometimes.

 

Still, practice makes perhaps not perfect, but better.

 

 

 

I don't have it in me to work on this tonight, the wind having been taken from my sails, tomorrow is more likely. Sorry.

Edited by 1whirled
Posted
12 hours ago, 1whirled said:

Yeah, you still don't need to import the faces into CK, if using HPH, CoR, UBE or whatever non standard head, you only need slave the plugin to HPH/CoTR/UBE.  Or alternately make them standalone copying as new records the relevant faceparts and valid racial headparts data coupled possibly with extending it to the custom race if you intend to make one.

 

I have no idea what are talking about...

"HPH/CoTR/UBE"

 

I have no problem to understand English. If I don't know the word, I look at the dictionary.

My problem is understanding technical terms, sentences.

 

Take your time.

There is no rush.

 

Posted (edited)
12 hours ago, nehaberlan said:

 

I have no idea what are talking about...

"HPH/CoTR/UBE"

 

 

HPH = High Poly Head

 

CotR = Charmers of the Reach (head, also high poly)

 

UBE = Ultimate Body Enhancer

 

 

All have included, or are high poly head replacement mods. High Poly Head being in my opinion the best due to wide compatibility with most everything, because the unwrap mapping is the same as the original game heads. Meaning almost any texture set just works with it. But, also it's texture unwraps having the highest texture pixel density where it matters, on the face part you see (this is CotR's downfall). Which these really aren't opinions, but facts.

 

Charmers has it's own special issues, it's incompatible with all texture sets, again because of it's funky, or maybe that's fucky unwraps. It has the lowest texture pixel density on the face you see of all the options. Consequently, any texture set needs to be adapted to it, sort of. It's a gross mischaracterization since you will lose all the details of the original texture and make it look lower resolution than it actually even is due to the mesh unwraps making it look stretched. Was a good idea in theory, but the execution is poor. It's also a DAZ Genesis commercial model that was ported to Skyrim, which was never designed for game use in the first place.

 

I only work with High Poly Head as a rule. And it requires your plugin be made compatible for it, as do the other two, or the head will not load in the game. You will need this: https://vectorplexis.com/topic/1170-high-poly-head/ and it's requirements to make use of my work. You can get it here if you don't want to sign up: https://drive.google.com/file/d/1hTxkmyvlNH8ZZsi6ez_LySlDE-iDpoht/view The other advantage is that you do not need a custom race to make it work like CotR (dunno about UBE honestly), it is designed to work with the original game races, and not supplant them, but be an alternate that works alongside the original game heads a the same time.

 

UBE is primarily a fem body replacement, but also includes a higher poly head, because it is totally incompatible with all other head and body meshes. The mesh seams at the neck dismemberment joint being completely different from all others, not only in vertices placement but texture unwraps too. It's nice, but I don't use it because of the enormous compatibility issues. Perhaps if it wasn't released so late in the game, this might be different. It does however support native anus collisions. If I recall, this is also a DAZ based model, but on a later and better revision.

 

Unwraps or UVW's are difficult to explain, but the best layman's analogy is it being printing (texture) on a balloon (the mesh). As long as the balloon is inflated to the exact same size, all looks proportional. But, if you pinch a side and stretch it (the texture), then it becomes distorted stretched and smeared. Over or under inflating does the same, out or under sizing whatever was printed on it. It's far more complex that this extremely simplified analogy, determining many more factors than just this, but that's almost a dissertation in and of itself.

 

 

 

 

Edited by 1whirled
Posted (edited)
2 hours ago, 1whirled said:

 

 

HPH = High Poly Head

 

CotR = Charmers of the Reach (head, also high poly)

 

UBE = Ultimate Body Enhancer

 

 

All have included, or are high poly head replacement mods. High Poly Head being in my opinion the best due to wide compatibility with most everything, because the unwrap mapping is the same as the original game heads. Meaning almost any texture set just works with it. But, also it's texture unwraps having the highest texture pixel density where it matters, on the face part you see (this is CotR's downfall). Which these really aren't opinions, but facts.

 

Charmers has it's own special issues, it's incompatible with all texture sets, again because of it's funky, or maybe that's fucky unwraps. It has the lowest texture pixel density on the face you see of all the options. Consequently, any texture set needs to be adapted to it, sort of. It's a gross mischaracterization since you will lose all the details of the original texture and make it look lower resolution than it actually even is due to the mesh unwraps making it look stretched. Was a good idea in theory, but the execution is poor. It's also a DAZ Genesis commercial model that was ported to Skyrim, which was never designed for game use in the first place.

 

I only work with High Poly Head as a rule. And it requires your plugin be made compatible for it, as do the other two, or the head will not load in the game. You will need this: https://vectorplexis.com/topic/1170-high-poly-head/ and it's requirements to make use of my work. You can get it here if you don't want to sign up: https://drive.google.com/file/d/1hTxkmyvlNH8ZZsi6ez_LySlDE-iDpoht/view The other advantage is that you do not need a custom race to make it work like CotR (dunno about UBE honestly), it is designed to work with the original game races, and not supplant them, but be an alternate that works alongside the original game heads a the same time.

 

UBE is primarily a fem body replacement, but also includes a higher poly head, because it is totally incompatible with all other head and body meshes. The mesh seams at the neck dismemberment joint being completely different from all others, not only in vertices placement but texture unwraps too. It's nice, but I don't use it because of the enormous compatibility issues. Perhaps if it wasn't released so late in the game, this might be different. It does however support native anus collisions. If I recall, this is also a DAZ based model, but on a later and better revision.

 

Unwraps or UVW's are difficult to explain, but the best layman's analogy is it being printing (texture) on a balloon (the mesh). As long as the balloon is inflated to the exact same size, all looks proportional. But, if you pinch a side and stretch it (the texture), then it becomes distorted stretched and smeared. Over or under inflating does the same, out or under sizing whatever was printed on it. It's far more complex that this extremely simplified analogy, determining many more factors than just this, but that's almost a dissertation in and of itself.

 

 

 

 

 

 

Vector Plexis High Poly Head website has problem. Sign-in/Log-in was impossible. Without an account, where is no way to download the file.

 

So,

After installing the high poly head and its requirements, what I have to do?

 

 

Edited by nehaberlan
Posted (edited)

You can download HPH from the 2nd link I posted. Nothing really difficult, just follow my example plugin, or merge it into your own. Have a couple of questions before I proceed.

 

Would you like the plugin to be standalone, e.g. not requiring HPH head plugin as a master? And, do you have a preference for the hair style? Pretty well finished with the sculpt.  Don't mind the body, that's just my default for npcs. Side profile is accurate too. You can see how polygon dense the HPH head is, very easy to achieve nice curvature with this one.

 

Requirements for the npc as shown:

 

SG Hairs 350 pack

Eyes of Beauty

HPH 4.0

 

Make the body set to your desired shape at 100 weight, that's what the head is set to.

 

Neither of the first two need the plugins active, they can be left disabled, we only need the textures from them in the load order. Can change up for SMP enabled hairs too if you want, but you'll need to give the npc a dedicated body so the collision mesh can be generated to fit that specific body ensuring collisions are precise.

 

 

It was near impossible to find photo's with her face at rest, she really likes making duck face a lot . And, her tits are pretty fucked up from all those breast augmentation surgeries which she's had done at least 3 times leaving clearly prominent scars under the areola. They were also much nicer shaped before. Visibly shaped like saline bags since the first surgery. Sad.

 

SkyrimSE2025-02-0505-10-47-Copy.thumb.png.e7546e45b2ac1b153554c3ef754a850f.png

SkyrimSE2025-02-0505-11-39-Copy.thumb.png.2fae068e5996e29d71946666ddd41b0f.png

 

 

Edited by 1whirled
Posted (edited)
On 2/5/2025 at 1:25 PM, 1whirled said:

You can download HPH from the 2nd link I posted. Nothing really difficult, just follow my example plugin, or merge it into your own. Have a couple of questions before I proceed.

 

Would you like the plugin to be standalone, e.g. not requiring HPH head plugin as a master? And, do you have a preference for the hair style? Pretty well finished with the sculpt.  Don't mind the body, that's just my default for npcs. Side profile is accurate too. You can see how polygon dense the HPH head is, very easy to achieve nice curvature with this one.

 

Requirements for the npc as shown:

 

SG Hairs 350 pack

Eyes of Beauty

HPH 4.0

 

Make the body set to your desired shape at 100 weight, that's what the head is set to.

 

Neither of the first two need the plugins active, they can be left disabled, we only need the textures from them in the load order. Can change up for SMP enabled hairs too if you want, but you'll need to give the npc a dedicated body so the collision mesh can be generated to fit that specific body ensuring collisions are precise.

 

 

It was near impossible to find photo's with her face at rest, she really likes making duck face a lot . And, her tits are pretty fucked up from all those breast augmentation surgeries which she's had done at least 3 times leaving clearly prominent scars under the areola. They were also much nicer shaped before. Visibly shaped like saline bags since the first surgery. Sad.

 

SkyrimSE2025-02-0505-10-47-Copy.thumb.png.e7546e45b2ac1b153554c3ef754a850f.png

SkyrimSE2025-02-0505-11-39-Copy.thumb.png.2fae068e5996e29d71946666ddd41b0f.png

 

 

 

I couldn't find SG Hair Pack 350 in Nexus.

I could only get from someone's Google Drive.

All of the versions that I could fund are for LE. I converted it to SE.

If you have the original mod's link, can you share it please?

 

The second link is the original Vector Plexus High Poly Head SE 1.4 SE download link, isn't it?

I didn't understand what you meant by saying " just follow my example plugin, or merge it into your own."

Is there a plug-in/something that I can merge in there?

 

I would like to see what kind of setting have you done. Standalone might be better, I suppose. It's your choice.

 

I installed Eyes of Beauty.

 

I installed Vector Plexus HPH. It's version 1.4

I couldn't understand what is HPH 4.0.

 

I have a question...

When I using sliders in the face part, I noticed there are "Cheekfront Width" and "Cheekback Width".

What areas are they exactly? Another questions... If you keep in minus/plus values, what happens? What ratio has to be between cheekfront & cheekback widths in minus/plus slider settings?

 

The best hair that suits to her was KS Hairdo's Runaway for me. I've never used SG Hair. The hair that you peeked look very nice too.

 

I checked dozens of her pictures.

Mostly, they are porn photo sets and/or clips.

What do you expect?

Getting the picture that she's used on her Social Security card?

 

I have another question about hair color.

 

I can't get the default hair as you can see at the original hair texture. I can see hair color like platinum blond or similar one.

Why it happens? How can I avoid that? Is there a way to make a setting in the RaceMenu that I can do?

Reinstalling RaceMenu might solve that problem?

 

The hair color that I get by default looks like this one:

 

 

 


20250206211402_1.jpg.5496f0ef7239acab60dc2e9ebc0a9283.jpg
 

 

 

It's yellowish. Not brighter as the original color of the hair.

 

Edited by nehaberlan
Posted (edited)
On 2/1/2025 at 11:00 PM, nehaberlan said:

 

 

I check another follower mod.

 

It has vanilla head part settings.

NCK30 Annika\head\femalehead.nif (It's a vanilla 996 head.)

Actors\Character\Character Assets\FemaleHead.tri

Actors\Character\Character Assets\FemaleHeadRaces.tri

Actors\Character\Character Assets\FemaleHeadCharGen.tri

 

So, there is no changes in the FemaleHeadRaces.tri.

 

 

  Reveal hidden contents

 

 


Annika-HeadPart.jpg.45d60f0d99e9903b07a5c2348b0303bc.jpg

 
 

 

 

 

In the Creation Kit, her face looks like that:

 

 

  Reveal hidden contents

 

 


Annika-AnnikaFace-CreationKit.jpg.7b2da684c26d348f04aa723daef5c37b.jpg

 
 

 

 

 

However, her face in the FaceGeom looks like this one, and she appears with this face in the game:

 

 

  Reveal hidden contents

 

 


Annika-00000D65NIF-RileySteele-FaceGeom.jpg.f6fafa884f33233d41537c882d059e52.jpg

 
 

 

 

 

How this could happen? If it's possible, what the author did about it? What he did?

If it's about replacing the head via NifSkope, I tried that. I used my NPC's FaceGeom face. Then I opened it in NifSkope. I opened the face that I created via RaceMenu in NifSkope. I selected the face and copied it. I deleted the Facepart of my NPC's face, then pasted the face branch in my NPC's head. I've always gotten CTD.

 

So, it doesn't work that way.

 

What went wrong?

 

 

 

 

 

 

 

You must have downloaded the SE version from FF7Legend that uses your default meshes and textures.

 

Judging by this it looks like Leyenda skin, which looks absolutely horrible on Annekke.

 

Our (ZckeZckT and I) original version from LE looks like this.

 

115370-1722452535-637631629.jpeg

 

https://www.nexusmods.com/skyrim/mods/115370

 

 

I ported the LE version myself. The port done by FF7Legend is trash. You only need to remove the HDT PE wig that comes with the follower. Otherwise it will CTD.

 

This is my ported version for SE.

 

https://easyupload.io/ll68sb

Edited by NCK30
Posted
2 hours ago, NCK30 said:

 

You must have downloaded the SE version from FF7Legend that uses your default meshes and textures.

 

Judging by this it looks like Leyenda skin, which looks absolutely horrible on Annekke.

 

Our (ZckeZckT and I) original version from LE looks like this.

 

115370-1722452535-637631629.jpeg

 

https://www.nexusmods.com/skyrim/mods/115370

 

 

I ported the LE version myself. The port done by FF7Legend is trash. You only need to remove the HDT PE wig that comes with the follower. Otherwise it will CTD.

 

This is my ported version for SE.

 

https://easyupload.io/ll68sb

 

 

Thank You...

 

That's the Riley Steele face mod that blew my mind!!!

 

I tried to understand what was going on face settings.

The face on the Creation Kit was completely different.

The face that is in the FaceGeom (00000D65.NIF) is completely different. That face is the main face that appears all the time in the game.

How did you manage that? How come you created that face and imported in the 00000D65.NIF?

When I tried to use NifMerge I got problem.

In NifSkope, I tried to replace FemaleFace part by yours, and/or another femaleface. When I did that, I got CTD in the game.

 

NifMerge works only for LE. So, I had to convert .nif files to LE.

 

If I'll be successful to make NifMerge import your 00000D65.NIF to my mod's NPC FaceGeom .nif file, do you mind if I use your Riley Steele face in my mod?

 

I tried a lot to create my own Riley Steele face. I spent days. Unfortunately, I've never get any face, even a closer one.

 

I don't have such talent and knowledge.

Your Riley Steele is a great job.

 

Cheers...

 

 

Posted
1 hour ago, nehaberlan said:

 

 

Thank You...

 

That's the Riley Steele face mod that blew my mind!!!

 

I tried to understand what was going on face settings.

The face on the Creation Kit was completely different.

The face that is in the FaceGeom (00000D65.NIF) is completely different. That face is the main face that appears all the time in the game.

How did you manage that? How come you created that face and imported in the 00000D65.NIF?

When I tried to use NifMerge I got problem.

In NifSkope, I tried to replace FemaleFace part by yours, and/or another femaleface. When I did that, I got CTD in the game.

 

NifMerge works only for LE. So, I had to convert .nif files to LE.

 

If I'll be successful to make NifMerge import your 00000D65.NIF to my mod's NPC FaceGeom .nif file, do you mind if I use your Riley Steele face in my mod?

 

I tried a lot to create my own Riley Steele face. I spent days. Unfortunately, I've never get any face, even a closer one.

 

I don't have such talent and knowledge.

Your Riley Steele is a great job.

 

Cheers...

 

 

 

I gave You the link. You can do what You want in your own game.

 

But You can't release her as a new mod. This has to be for private use only.

 

 

She is originally based off the Bijin preset for Annekke Crag-Jumper.

 

I modified the Facegen extensively to get this result. Also gave her new textures.

 

 

I was just curious about your previous post where You stated that she did not work. 

 

I had to correct You and mention that FF7Legend did the SE port. I and ZckeZckT has nothing to do with that release. 

Posted (edited)
3 hours ago, NCK30 said:

 

I gave You the link. You can do what You want in your own game.

 

But You can't release her as a new mod. This has to be for private use only.

 

 

She is originally based off the Bijin preset for Annekke Crag-Jumper.

 

I modified the Facegen extensively to get this result. Also gave her new textures.

 

 

I was just curious about your previous post where You stated that she did not work. 

 

I had to correct You and mention that FF7Legend did the SE port. I and ZckeZckT has nothing to do with that release. 

 

Actually, I've never tried to import your mod's face. Probably, I couldn't do the right settings.

 

I'm still wondering how you made the 00000D65.NIF settings, how you created it?

 

As I understand, you didn't import any face in the Creation Kit.

 

What have you done?

Have you used Outfit Studio for 00000D65.NIF?

 

Don't worry.

I won't use it for my new mod.

I'm working on an inn mod. There are innkeepers, bards, etc...

My NPCs are based on pornstars.

Creating face, based on a real person is really difficult. For some faces, I might get few similarities by chance/luck. But, for most of them, I can't get any resemblance.

 

I was checking several mods.

And, you totally made me confuse by all the settings on the face in your mod.

 

For example:

 

Riley Steele has square/round face.

 

However, the face of 00000D65.NIF is much skinnier, almost triangle.



00000D65-Original.jpg.b4dc5cc7da78ce109d6ab0b3eb026656.jpg

 

In the screenshots of the mod, her face looks round as Riley Steele's face.

It's very confusing...

 

The head in the Creation Kit is completely different:

 



AnnikaHead-CreationKit.jpg.2255bfaad29701e128faca446f3ddefc.jpg

 

 

I think that you understand what I mean.

 

I just want to learn how you've done.

 

Edited by nehaberlan
Posted (edited)
8 hours ago, nehaberlan said:

 

Actually, I've never tried to import your mod's face. Probably, I couldn't do the right settings.

 

I'm still wondering how you made the 00000D65.NIF settings, how you created it?

 

As I understand, you didn't import any face in the Creation Kit.

 

What have you done?

Have you used Outfit Studio for 00000D65.NIF?

 

Don't worry.

I won't use it for my new mod.

I'm working on an inn mod. There are innkeepers, bards, etc...

My NPCs are based on pornstars.

Creating face, based on a real person is really difficult. For some faces, I might get few similarities by chance/luck. But, for most of them, I can't get any resemblance.

 

I was checking several mods.

And, you totally made me confuse by all the settings on the face in your mod.

 

For example:

 

Riley Steele has square/round face.

 

However, the face of 00000D65.NIF is much skinnier, almost triangle.

 

  Reveal hidden contents

 

 


00000D65-Original.jpg.b4dc5cc7da78ce109d6ab0b3eb026656.jpg
 

 

 

 

In the screenshots of the mod, her face looks round as Riley Steele's face.

It's very confusing...

 

The head in the Creation Kit is completely different:

 

 

  Reveal hidden contents

 

 


AnnikaHead-CreationKit.jpg.2255bfaad29701e128faca446f3ddefc.jpg
 

 

 

 

 

I think that you understand what I mean.

 

I just want to learn how you've done.

 

 

Ignore everything with Creation Kit. You will never get the finished product in CK.

 

In LE I always used Nifmerge. It was a very good tool to try out new hairs on NPC's.

 

Only thing You need in CK is to get the Standalone follower parts in there like any other NPC.

 

Then You export the face even though she looks like a monster. Finally You can replace with my own Facegen from OS and Nifmerge.

 

In that way You are fooling CK and the game to accept the new Facegen.

 

 

All my work on her was made in Outfit Studio. She was never modeled after Riley Steele. I just had to come up with a name.

 

And as I adore Riley Steele I thought that I could avoid copyright issues by naming her Riley Steel. Also a fitting name for a Skyrim NPC.

 

 

Since practically 2012 Annekke Crag-Jumper was always my favorite because of her tanned skin and great looks. After many years I perfected her in OS.

 

I then gave my files to ZckeZckT who made the follower. We released as a team on LoversLab and Nexus.

 

She was number 2 in "Mod of the Month" on Nexus. And we were up against Xtudo, PSBoss and 4thUnknown.

 

image.png.bb631760e116ca834c5c8238f6401157.png

Edited by NCK30
Posted
8 hours ago, NCK30 said:

 

Ignore everything with Creation Kit. You will never get the finished product in CK.

 

In LE I always used Nifmerge. It was a very good tool to try out new hairs on NPC's.

 

Only thing You need in CK is to get the Standalone follower parts in there like any other NPC.

 

Then You export the face even though she looks like a monster. Finally You can replace with my own Facegen from OS and Nifmerge.

 

In that way You are fooling CK and the game to accept the new Facegen.

 

 

All my work on her was made in Outfit Studio. She was never modeled after Riley Steele. I just had to come up with a name.

 

And as I adore Riley Steele I thought that I could avoid copyright issues by naming her Riley Steel. Also a fitting name for a Skyrim NPC.

 

 

Since practically 2012 Annekke Crag-Jumper was always my favorite because of her tanned skin and great looks. After many years I perfected her in OS.

 

I then gave my files to ZckeZckT who made the follower. We released as a team on LoversLab and Nexus.

 

She was number 2 in "Mod of the Month" on Nexus. And we were up against Xtudo, PSBoss and 4thUnknown.

 

image.png.bb631760e116ca834c5c8238f6401157.png

 

That is great tutorial that I've needed most.

In most of follower mods, I couldn't get such information as you explain.

 

I don't want to use your original FaceGen .nif. Because, I want to use Riley Steele face in my new inn mod that I would like to share with people in the LoversLab.

For that reason, I'll try to create my own Riley Steele face by using your suggestions.

I understand why you just want to use your mod for private use, not in a new mod that would be shared publicly.

If I were in your shoes, and have a beautiful mod, then someone uses it in his/her mod, ruins my mod, I probably wouldn't like that at all.

 

I totally agree about her tanned skin/face color. It's reddish.

In reality, her skin color is flat white. I checked lots of her pictures. She never had tanned skin.

You made your original skin color by using your creativity, and that made her unique.

 

 

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