blabba Posted June 5, 2015 Author Posted June 5, 2015 Any kind samaritan out there want to upload 2 RM exported heads of vanilla mesh (preferrable ECE style heads)? I need to test my script but seeing as my skyrim is a long way from getting into a fixed state, i'd rather not waste my modding time fixing it right now. Also, would be nice to have a well lit screenshot of the faces in-game so I can compare with the up-converted citrus version.
Stuffy Posted June 6, 2015 Posted June 6, 2015 So, right now I have a bit of a problem: I'm using the Player Succubus Mod, and trying to get the citrus head working on that. What the mod does is to load a femalehead.nif file from the modfolder, and replace the current head with it. This happens when you transform. I got this to work in the REPLACER version by simple extracting the femalehead.nif from the bsa and placing it into the modfolder so it gets loaded when the transformation happens. However, with the replacer version, I had the problem that all the mouths of the npcs were not moving. I've read how to fix this, but I rather no rebake all the npcs in the game ( that can take quite a while, or am I wrong? ). So I tried to get it to work with the STANDALONE version, but this seems to not work. The loaded head is deformed and looks really weird. I saw that custom races can work by adding the FormID of them into the replacements.ini, but since this mod doesnt add a custom race, this doesn't work. I had a look into morphs.ini and saw that the paths were relative. Could that be the problem, since the femalehead.nif loaded by the transformation is in a whole different location than the normal femalehead.nif that gets loaded by the standlone version? Is there any way to make this work?
blabba Posted June 6, 2015 Author Posted June 6, 2015 So, right now I have a bit of a problem: I'm using the Player Succubus Mod, and trying to get the citrus head working on that. What the mod does is to load a femalehead.nif file from the modfolder, and replace the current head with it. This happens when you transform. I got this to work in the REPLACER version by simple extracting the femalehead.nif from the bsa and placing it into the modfolder so it gets loaded when the transformation happens. However, with the replacer version, I had the problem that all the mouths of the npcs were not moving. I've read how to fix this, but I rather no rebake all the npcs in the game ( that can take quite a while, or am I wrong? ). So I tried to get it to work with the STANDALONE version, but this seems to not work. The loaded head is deformed and looks really weird. I saw that custom races can work by adding the FormID of them into the replacements.ini, but since this mod doesnt add a custom race, this doesn't work. I had a look into morphs.ini and saw that the paths were relative. Could that be the problem, since the femalehead.nif loaded by the transformation is in a whole different location than the normal femalehead.nif that gets loaded by the standlone version? Is there any way to make this work? There probably is no easy way to get the standalone version to replace the PSQ stuff. You'd have to mess around with the esp itself to load the citrushead part and list citrushead as a master (I think, I really suck at CK work). If PSQ itself is a custom race, then maybe you can get it to work by telling the standalone versions .ini setting to replace it. Again, since i don't use PSQ and dunno how exactly it works I can't offer any solid advice.
Stuffy Posted June 6, 2015 Posted June 6, 2015 So, right now I have a bit of a problem: I'm using the Player Succubus Mod, and trying to get the citrus head working on that. What the mod does is to load a femalehead.nif file from the modfolder, and replace the current head with it. This happens when you transform. I got this to work in the REPLACER version by simple extracting the femalehead.nif from the bsa and placing it into the modfolder so it gets loaded when the transformation happens. However, with the replacer version, I had the problem that all the mouths of the npcs were not moving. I've read how to fix this, but I rather no rebake all the npcs in the game ( that can take quite a while, or am I wrong? ). So I tried to get it to work with the STANDALONE version, but this seems to not work. The loaded head is deformed and looks really weird. I saw that custom races can work by adding the FormID of them into the replacements.ini, but since this mod doesnt add a custom race, this doesn't work. I had a look into morphs.ini and saw that the paths were relative. Could that be the problem, since the femalehead.nif loaded by the transformation is in a whole different location than the normal femalehead.nif that gets loaded by the standlone version? Is there any way to make this work? There probably is no easy way to get the standalone version to replace the PSQ stuff. You'd have to mess around with the esp itself to load the citrushead part and list citrushead as a master (I think, I really suck at CK work). If PSQ itself is a custom race, then maybe you can get it to work by telling the standalone versions .ini setting to replace it. Again, since i don't use PSQ and dunno how exactly it works I can't offer any solid advice. Sadly, PSQ is no custom race. It just takes a femalehead.nif from the mod-folder and replaces your current head with it. Thanks for the advice tho, I'll try messing around with it a bit more.
Xilyana Posted June 20, 2015 Posted June 20, 2015 I packed it to work with NMM and it looks great in game. No more dagger chins yay! Sadly it overwrites the nif that bounce and jiggles uses to make collisions play nice. Cruel world.
Serithi Posted June 21, 2015 Posted June 21, 2015 I packed it to work with NMM and it looks great in game. No more dagger chins yay! Sadly it overwrites the nif that bounce and jiggles uses to make collisions play nice. Cruel world. Easy enough to add the needed entry into the new .nif.
Xilyana Posted June 24, 2015 Posted June 24, 2015 I packed it to work with NMM and it looks great in game. No more dagger chins yay! Sadly it overwrites the nif that bounce and jiggles uses to make collisions play nice. Cruel world. Easy enough to add the needed entry into the new .nif. Yea but i let go of the havok. I dont really NEED it per say and i really like these meshes more.
Kastagir Posted July 1, 2015 Posted July 1, 2015 If you use any of the lip sliders, they may or may not be correct and/or they may not look good to you. These will not be fixed by me, it's too small of a thing for me to care for as well as quite a time consuming thing to adjust. And since the adjustments require artistic skill to correct, I simply cannot do it as I lack that severely. (If I tried 'fixing' it it's probably going to come out way worse.) If someone with good 3d modelling knowledge in 3dsmax doesn't mind moving vertices around and has some really good artistic sense, I won't mind helping them come up with the fixes and sending them files etc... I'm seeing the same thing. The gap between the lips is not observable in 3dsMax but it is clearly seen in-game. If you are still uninterested in fixing this, I'd be willing to work on it with assistance. I'm fairly competent with 3dsMax but haven't worked with morphs yet. I have successfully morphed my head mesh to the citrus head mesh, even going as far as increasing the poly count of the base head mesh and the Racemenu export in order to increase the accuracy of the morph. I also corrected the misshaped eye sockets (possibly due to the eye socket being deformed by the skin wrap-morpher procedure) in 3ds Max. This issue with the lips is not something I can fix in 3ds and unless an alternative solution presents itself, I will not be using this headmesh. But, like I said, I'm not asking for something for free. I'm willing to work on it if there's an opportunity to improve it.
blabba Posted July 1, 2015 Author Posted July 1, 2015 I'm seeing the same thing. The gap between the lips is not observable in 3dsMax but it is clearly seen in-game. If you are still uninterested in fixing this, I'd be willing to work on it with assistance. I'm fairly competent with 3dsMax but haven't worked with morphs yet. I have successfully morphed my head mesh to the citrus head mesh, even going as far as increasing the poly count of the base head mesh and the Racemenu export in order to increase the accuracy of the morph. I also corrected the misshaped eye sockets (possibly due to the eye socket being deformed by the skin wrap-morpher procedure) in 3ds Max. This issue with the lips is not something I can fix in 3ds and unless an alternative solution presents itself, I will not be using this headmesh. But, like I said, I'm not asking for something for free. I'm willing to work on it if there's an opportunity to improve it. I don't really fully understand your post? But if you make a fixed morph/head and send it my way I'll definitely look into carrying the fix through all the morphs if possible. Or if you just fix/tweak an individual morph without changing it's intended effect I can add it as well. I have plans to add some extra morphs (mostly for beast races) after my other project is released and I get some time. Also some users pointed out the eye fix to me which is something I do plan on fixing eventually.
wanako Posted July 1, 2015 Posted July 1, 2015 has anyone made a Facial Female Animation update that will work with these hi-poly heads? Vanilla expressions are... IMO quite horrible.
Kastagir Posted July 1, 2015 Posted July 1, 2015 I'm seeing the same thing. The gap between the lips is not observable in 3dsMax but it is clearly seen in-game. If you are still uninterested in fixing this, I'd be willing to work on it with assistance. I'm fairly competent with 3dsMax but haven't worked with morphs yet. I have successfully morphed my head mesh to the citrus head mesh, even going as far as increasing the poly count of the base head mesh and the Racemenu export in order to increase the accuracy of the morph. I also corrected the misshaped eye sockets (possibly due to the eye socket being deformed by the skin wrap-morpher procedure) in 3ds Max. This issue with the lips is not something I can fix in 3ds and unless an alternative solution presents itself, I will not be using this headmesh. But, like I said, I'm not asking for something for free. I'm willing to work on it if there's an opportunity to improve it. I don't really fully understand your post? But if you make a fixed morph/head and send it my way I'll definitely look into carrying the fix through all the morphs if possible. Or if you just fix/tweak an individual morph without changing it's intended effect I can add it as well. I have plans to add some extra morphs (mostly for beast races) after my other project is released and I get some time. Also some users pointed out the eye fix to me which is something I do plan on fixing eventually. I'm not sure which part of my post you don't understand. I was referring to the issue reported here, to which you replied: If you use any of the lip sliders, they may or may not be correct and/or they may not look good to you. These will not be fixed by me, it's too small of a thing for me to care for as well as quite a time consuming thing to adjust. And since the adjustments require artistic skill to correct, I simply cannot do it as I lack that severely. (If I tried 'fixing' it it's probably going to come out way worse.) If someone with good 3d modelling knowledge in 3dsmax doesn't mind moving vertices around and has some really good artistic sense, I won't mind helping them come up with the fixes and sending them files etc... I used this procedure outlined by you (more or less) to get the citrus head shaped approximately to my RM export. I then used 3dsMax to shape it more accurately, keeping the RM export head frozen in the scene as a sort of reference template, particularly for the eye sockets. I was offering to do the work you were suggesting in that post. I didn't "fix" the mesh except to correct (mostly) how the eye sockets look in 3ds Max, but the mesh looks different in-game after I import the head geometry - specifically the gap between the lips (as previously reported by another user). I suspect this is due to the morphs and not the mesh. If it were due to my modeled mesh, I would have seen the gap in 3dsMax. I'm not sure what good sending you my headmesh would do as it's still affected by this problem. I think I've done a fair job of searching this thread and others on the eye issue and haven't found a solution that doesn't include sculpting the headmesh to cover up the gaps, so if you could disclose what that particular "fix" is and whether it's something we can do, that would be most helpful. If you still want a headmesh to look at that has been modeled in 3dsMax to fit a RM export head, I can send you one that exhibits this problem. It just won't be my personal headmesh.
blabba Posted July 1, 2015 Author Posted July 1, 2015 I used this procedure outlined by you (more or less) to get the citrus head shaped approximately to my RM export. I then used 3dsMax to shape it more accurately, keeping the RM export head frozen in the scene as a sort of reference template, particularly for the eye sockets. I was offering to do the work you were suggesting in that post. I didn't "fix" the mesh except to correct (mostly) how the eye sockets look in 3ds Max, but the mesh looks different in-game after I import the head geometry - specifically the gap between the lips (as previously reported by another user). I suspect this is due to the morphs and not the mesh. If it were due to my modeled mesh, I would have seen the gap in 3dsMax. I'm not sure what good sending you my headmesh would do as it's still affected by this problem. I think I've done a fair job of searching this thread and others on the eye issue and haven't found a solution that doesn't include sculpting the headmesh to cover up the gaps, so if you could disclose what that particular "fix" is and whether it's something we can do, that would be most helpful. If you still want a headmesh to look at that has been modeled in 3dsMax to fit a RM export head, I can send you one that exhibits this problem. It just won't be my personal headmesh. I still don't really understand what your saying :/ The way to fix lips is to fix the default head mesh pose of citrus, there's apparently a slight lip seperation, the trick is to have enough of a seperation so that Lips don't fuck up when transferring morphs via skinwrap I dunno about how to fix the eyes, I haven't looked into it yet.
Kastagir Posted July 3, 2015 Posted July 3, 2015 I still don't really understand what you're saying :/ Also some users pointed out the eye fix to me which is something I do plan on fixing eventually. I dunno about how to fix the eyes, I haven't looked into it yet. I guess I don't understand you either. I'll just wait until you start working on this again before making any serious attempt at using it.
gvman3670 Posted July 18, 2015 Posted July 18, 2015 I didn't see this mentioned anywhere in this thread, but I have an odd problem. With most RM presets I get these weird "lumps" in the temple regions of the head. I can get rid of them. But I was wondering if this could be remedied so I don't have to sculpt them out before starting to make a head/face? I figure it has something to do with the difference in the number of vertices between the vanilla head and the Citrus mesh, but I'm not a 3D modeler (or not a good one anyway ). Has anyone else seen this?
blabba Posted July 18, 2015 Author Posted July 18, 2015 I didn't see this mentioned anywhere in this thread, but I have an odd problem. With most RM presets I get these weird "lumps" in the temple regions of the head. I can get rid of them. But I was wondering if this could be remedied so I don't have to sculpt them out before starting to make a head/face? I figure it has something to do with the difference in the number of vertices between the vanilla head and the Citrus mesh, but I'm not a 3D modeler (or not a good one anyway ). Has anyone else seen this? Your not supposed to be able to import presets with sculpt data from vanilla head meshes onto a citrus head mesh. I guess expired stopped preventing that or never implemented a check for that. The problem has no real good software solution (other than adding in checks to RM to prevent importing sculpt data from a non-citrus head).
gvman3670 Posted July 18, 2015 Posted July 18, 2015 I didn't see this mentioned anywhere in this thread, but I have an odd problem. With most RM presets I get these weird "lumps" in the temple regions of the head. I can get rid of them. But I was wondering if this could be remedied so I don't have to sculpt them out before starting to make a head/face? I figure it has something to do with the difference in the number of vertices between the vanilla head and the Citrus mesh, but I'm not a 3D modeler (or not a good one anyway ). Has anyone else seen this? Your not supposed to be able to import presets with sculpt data from vanilla head meshes onto a citrus head mesh. I guess expired stopped preventing that or never implemented a check for that. The problem has no real good software solution (other than adding in checks to RM to prevent importing sculpt data from a non-citrus head). I'm not trying any presets from other users. I am talking about the presets that are loaded in RM by default, although I do understand those are vanilla mesh presets. I was just wondering if this was normal and/or if there was already a fix for it or not.
blabba Posted July 18, 2015 Author Posted July 18, 2015 I'm not trying any presets from other users. I am talking about the presets that are loaded in RM by default, although I do understand those are vanilla mesh presets. I was just wondering if this was normal and/or if there was already a fix for it or not. RM doesn't come with any default RM-style presets. Do you mean the vanilla pre-made slider presets? I don't have any forehead "bump" issues with them in mine.
mns Posted July 19, 2015 Posted July 19, 2015 For the new RaceMenu need it at all, or not? that I do not see any difference at all.
Tortex Posted July 22, 2015 Posted July 22, 2015 Used the replacer version, loaded up CK and selected all NPCS, CTRL-F4. What could possibly go wrong?! haha 10m later I'm on the B's of Skyrim.esm on a 4.7ghz octacore. Oh boy. I'll seperate them all and upload it somewhere and post here later if I actually get Skyrim/HF/DG/DB done. https://mega.co.nz/#!cc53wLhC!nQNcmNo_dxxKV3mnVvnvzlz4uCioi1D91hxCriYK32I There's every appropriate NPC from: Skyrim, Hearthfires, Dawnguard, Dragonborn, Falskaar, Wyrmstooth and a couple followers CTRL-F4'd against the new head mesh. I zipped it so you can add it to NMM or MO or something easily and remove it the same way if there's anything wrong. (I didn't check ANYTHING yet.) It only took about a hour to do all NPCs. Hearthfire only adds 16, Dawngaurd 173, Falskaar adds another 357, and Wyrmstooth 35. But Skyrim itself had 2549. I don't know how or if my high res tint masks interacts with doing that at all and haven't checked a single NPC. So if anyone actually uses it and it's horribly broken, well, too bad. Looks like it screwed up half of the face tints it exported somehow. As in, most of the .dds files are wrong/broken/half-miscoloured. I'm going to try to just delete those and see if the NIF is enough. Yup, removing the facetints seems to fix everything I found that was wrong. Yeah the nifs are all right, but using the textures in that is broken, the creation kit fucked up 90% of them. What a piece of shit. ffs If you download that and use the facegeom meshes, DELETE THE TEXTURES THEY'RE ALL FUCKED
jubbs Posted August 4, 2015 Posted August 4, 2015 Yes this. I can't get my head to emote at all, though the sliders for forcing the emote looks in RM work fine. Some reason it's not transferring in game when I am playing. Static face with no anger, worry, fear, etc. has anyone made a Facial Female Animation update that will work with these hi-poly heads? Vanilla expressions are... IMO quite horrible.
Wolfsilver02 Posted August 10, 2015 Posted August 10, 2015 Hi, Sorry for my bad english it's not my native language. So... I would like test the citrus head meshes but i don't know what texture use... I use often Fair Skin Complexion but i don't know how quality it is (1k, 2k,...) What texture set must i use? Thank!
Guest Posted August 12, 2015 Posted August 12, 2015 It doesn't appear that this mod is compatible with XVision Children (as I had suspected). I was able to get all adult NPCs out of the static face bug with a face gen export via CK, but while XVision is enabled, kids are still static-face. Removing XVision reverts them to potato-heads, but also fixes the static face. Is there: A. A way to make XVision play nicely with CITRUS? B. A suitable child-replacer that does play nicely with CITRUS? Thanks for any help! CONFIRMED: TK Children works. Disregard the above.
aryan826 Posted August 26, 2015 Posted August 26, 2015 HI i'm new to this CITRUS thing and what i'm about to ask has probably been covered already so don't worry if you don't wanna get into it. but maybe if its been touched on before i could get a referral to the page?....i'm a slow reader and there are like 60 pages on this and the body page 1 and 2. and if i'm posting this in the wrong area lei know. so i'm gonna get started. basically i am looking for a highly customization( in game) body mod with physics (and stomach inflation and whatnot) and collisions. want there to be no seems (don't mind replacing face hand etc meshes to do so (as long as it doesn't change things like race overhauls [and if it does i still might be ok with that]) so what iv gathered so far (i know this is on the head thread but whatevs) is that this is the body is highly adjustable. breasts ,legs, bums, nips, fingernails apparently. that's awesome. questions: does it have physics/collision/inflation? do i have to edit it outside of skyrim in like 3dsmax or nifscope or anything cause iom not great at that. anyway to aply custom bodies to npcs (i know that's been discussed already but i mean like random bodies to all npcs are fat people an an option, (cause ATM i am using a fat race mod and it has weird texture differences by seems) think that coves most of the stuff. o also i don't use MO i use NMM i am fine with manual too. if i install that way i dont have to edit files and stuff do I? THANKS ANY HELP WOULD BE APPRECIATED)......REDIRECTION INCLUDED o and what is the difference between standalone and replacer. does replaces do NPCS as well, do both do npcs, is standalone compatible with things like ethereal elven overhaul??? edit just got it. installed through NMM seems ok, but the boobs are spazing the fuck out and look fugly. is their a good slider preset that looks ok. i put everything on full dibella just as test and all looks good except tits. gona post this on the other 2 things if you see it don't worry about answering on all of them
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