Ghoulz Posted February 3, 2025 Posted February 3, 2025 Trying to rename a Korean mod npc and comes up with a blank facegen head in game. Ctrl + F4 does nothing in the CK. How do I get it to use the intended face? The facegeom in my data looks fine. 철권 엘리자-20250203T043309Z-001.zip This one without touching the CK spawns in the game with no head. Open with the CK, the head is missing. Original worked fine in LE. Rethi.rar
1whirled Posted February 3, 2025 Posted February 3, 2025 (edited) TK Eliza's aaaNordRace_CF race & the npc head records in the plugin is set to only use the default FemaleHeadNord head, and not the aaaFemaleHeadNord_CF that is set in the string index of the .nif. This will disallow the engine from loading them, which is why there is no head in game or CK. Fix the race & npc record in the plugin. But, fixing the plugin means you'll have to re-export the npc head nif and facetint after backing up the originals so CK doesn't overwrite them and replace the CK outputted post facto. This is also the only way you'll get it to display correctly in CK. Either someone has messed with the originals you say were working in LE, or it's never worked properly. And none of this stems from compressing the plugin as a light for SSE, it was simply never right to being with. Not sure it's worth it for a garbo low poly sculpt like this. I also have doubts it was ported properly, form 44 or not. Head .nif is named with an entirely diff base id than that of the plugin, which can happen when compressed for a esp-fe or .esl, but not often. In other words; simplified, it's high likely a cluster fuck from ground zero. You should probably start over by porting your old LE version instead and make sure the same errors aren't present before compressing it. Goma's Rethi loads fine for me and no obvious errors in the plugin either, although the skeleton is not the correct one & needs to be replaced (boobas floating means lacks 3BBB bones). When replaced, transfer head transform scaling at 1.0666, it's translation z axis 7.0, and neck at .95 is the values the default skele employs Edited February 3, 2025 by 1whirled
Ghoulz Posted February 3, 2025 Author Posted February 3, 2025 Sorta figured a workaround for the first problem. I imported the original facegeom to MO2's overwrite. I didn't even install followers via mod manager. How do you re-export head/tint? How did you get Goma's follower working?
1whirled Posted February 4, 2025 Posted February 4, 2025 (edited) Quote Sorta figured a workaround for the first problem. I imported the original facegeom to MO2's overwrite. Last part of my 2nd paragraph said as much, only reason it worked is bc the .nif name was changed for whatever illogical reason under the sun and has an entirely different id in the records from that found in the .nif name. Why is a complete mystery, but is a product of whomever modifying it and converting it to SSE not knowing anything about what they were trying to do. This is often the case, there is a culture of theft, changing a few tiny things, then claiming as entirely their own over there. Prolly exactly what happened here too. Quote How do you re-export head/tint? The Cntrl+F4 process in CK you did earlier. Likely won't help but break things instead without the plugin being repaired. That you got it working is sheer luck. If it's working now, and you're otherwise happy with it, I'd leave it alone. Except, me being me, I'd mod it and fix it were it of any interest to me. Quote How did you get Goma's follower working? Just dropped it in the load order and it worked. Spawned her manually with player.placeatme <base id> command. Use "Help Rethi" no quotations, in console to get the base i.d. Load order determines first 2 digits of the base or ref i.d.'s if you don't know. Edited February 4, 2025 by 1whirled
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