Akzyra Posted April 16, 2016 Posted April 16, 2016 A switch between headmodels (example vanilla -> Citrus) works only if they are the same in vertex count and order. The only way I know to convert is to load up the Preset NIF in a 3d program and shape the CItrus head to it. Normal presets will always work because they save sliders, not 3D data.
zzz72w3r Posted April 16, 2016 Posted April 16, 2016 is there any follower mods or presets using citrushead, or in 2016 year people continue use vanilla angular low-poly heads? Very few of the popular follower mods use CITRUS probably because most of them used ECE sculpt and don't feel like learning how to use RM sculpt. However, you can use vanilla RM preset on CITRUS. I did not know that this can be O_o upon attempt apply RM preset on CITRUS, it affect only eye and brow positions: "Preset" not nif, only the jslot file would work. You cannot copy vanilla to CITRUS using sculpt mode. To adopt a follower mod's face: uninstall CITRUS, use sclupt mode to copy the nif, save the preset, install CITRUS, load the preset, make adjustments and save the preset for CITRUS. Some faces are known to do that. Others with better knowledge than me could answer to why. Converting from vertices (sculpt mode) to sliders (preset) is not going to be perfect.
Guest Posted May 22, 2016 Posted May 22, 2016 Hi, I'd like to convert my PC (sculpted) head to multi-poly version, but noticed that vertex amount was not simply doubled and smoothed. And ofc shrinkwrap or conform doesn't work enough good to use it. Do you know any easy way to conform the shapes? My workflow for upconverting sculpted data from normal head to CITRUS head: (I use 3dsmax, I'm sure you can use any other 3d editor but I do not know the names of the similar functions) 1. Export your head from RM (Please use either 0% or 100% weight) 2. Load up 3dsMax with female skeleton 3. Import femalehead.nif (Either _0 for 0% or _1 for 100% weight) 4. Rename the imported femalehead mesh to something like 'Deformations' 5. Collapse to Edit Poly 6. Add a morpher modifier 7. Import your exported head from RM 8. Select the head mesh and collapse to editable poly 9. Select the original head mesh that you renamed and select it's morpher modifier 10. Select a channel and add the imported head mesh as a target. (The one that was not renamed!) 11. Delete the imported head mesh shape (The one that was not renamed!) 12. Import CITRUS head (Either _0 for 0% or _1 for 100% weight) 13. Collapse CITRUS head to editable Poly 14. Add a skinwrap modifier to CITRUS head 15. Change Setting to Face Deformations 16. In the target list click add and select the renamed head mesh 17. Now select the renamed head mesh and select it's morpher modifier 18. Select the channel with a morph in it and slide it to 100% 19. Select the CITRUS head, and collapse it to editable poly 20. Delete the renamed head mesh 21. Export everything in scene now to .nif 22. Load up RM with citrus head and tell RM to load sculpt data from your newly exported .nif I'll try to write a proper guide w/ pics and 3ds maxscript that can batch do this process automatically and all that jazz later when I get more time. Sorry for long delay in response, I had thought I had written this earlier but my internet must've disconnected and not saved the post at the time. Only realized now in chat when somebody pointed out that my mini guide wasn't there. What are your usual .nif import/export settings for this process?
Kitty-Ears Posted August 23, 2016 Posted August 23, 2016 has anyone made a Facial Female Animation update that will work with these hi-poly heads? Vanilla expressions are... IMO quite horrible. Oh man I did not think of that! I am not sure I can go back to vanilla facial expressions.
RenaSan Posted August 25, 2016 Posted August 25, 2016 I don't have the additional sliders for a custom race I'm using. Description talked about having to open the replecements.ini file, but where is that file located? ------ EDIT Nevermind I switched to Replacer Version. I got my sliders back, but the head isn't higher poly anymore. Guess now I gotta figure out how to get these races compatible with citrus. If anybody could point me into the right direction I'd appreciate it.
RenaSan Posted August 28, 2016 Posted August 28, 2016 Bumping this. I'm still tryin'g to use citrus heads with Custom Races by now. http://www.nexusmods.com/skyrim/mods/8720/? I've searched for replacements.ini on my whole computer and got no match. Do I have to make that file?
Loller99 Posted September 3, 2016 Posted September 3, 2016 Look at the eyes in the screenshot....is it possible to fix that?
blind dog Posted September 3, 2016 Posted September 3, 2016 That is a known racemenu issue, and will affect vanilla and ece imported heads the same as Citrus heads.
blind dog Posted September 3, 2016 Posted September 3, 2016 I know that Expired is aware of the issue as FastestDoginTheDistrict showed him some images highlighting it, but I don't seen anything in the changelog suggesting a fix. Looking at the Nexus page pictures actually shows the issue pretty clearly and I find it hard to unsee now... Perhaps you could use the sculpt feature to slightly tweak one eye's placement?
Loller99 Posted September 3, 2016 Posted September 3, 2016 Mmh, what do you mean by that? To smooth eyes?
DullahanKnight Posted December 13, 2016 Posted December 13, 2016 Sorry if you are busy with other things but are you still planning on making that guide or 3ds maxscript for up-converting sculpted data?
Levionte Posted February 27, 2017 Posted February 27, 2017 If anyone was curious, no combination of "out of the box" shenanigans makes this play well in SSE. Though I did get it to load the head nif and chargen tri everything else was a CTD. You can see the extremely high mesh/morph quality, until it explodes. The tri files need no modifications at all to work in SSE. The only thing you need to convert is the mesh type. I barely run SSE aside from brief mod testing. But I have released a couple followers on Nexus, that I made using the citrus head; and I haven't heard of any problems.
Tortex Posted February 27, 2017 Posted February 27, 2017 If anyone was curious, no combination of "out of the box" shenanigans makes this play well in SSE. Though I did get it to load the head nif and chargen tri everything else was a CTD. You can see the extremely high mesh/morph quality, until it explodes. The tri files need no modifications at all to work in SSE. The only thing you need to convert is the mesh type. I barely run SSE aside from brief mod testing. But I have released a couple followers on Nexus, that I made using the citrus head; and I haven't heard of any problems. Odd. I wonder what was conflicting. Everytime I loaded a .tri everything went to hell. I tried a few others with .tri files from Oldrim as well and had the same issue. No idea what would be causing it but maybe it's something in my setup specifically... (I did SSE Nif Opt the meshes I tried.) Thanks for the reply, I'll go figure out what's wrong and get rid of this damn ugly vanilla head mesh. lol Edit: Got it working fine. I'd set a preset based off of secondary assets in a BSA (BVFE_Serana) and had copied it to my character via showracemenu, under that circumstance this doesn't load on that save and if I force it (without the tris) it causes other hilarious issues. New characters and such work fine. Edit2: It's anything with old geometry, I think. E.g NPCS since I dropped it in as a full replacer... Edit 3: Caffiene edition. Works fine but I -HAD- to generate new face geometry for every NPC from every esm/esp in the game or it hung the client when they came into load/view distance. (Old geometry over new mesh = NOPE.)
R-H-Z Posted May 20, 2017 Posted May 20, 2017 Got it to work for my custom race follower NPC. Finally some nice detailing possible, particularly around nose and mouth, which was impossible with lower res meshed heads. Still experimenting with it, but I suspect you can only develop full detailing potential if also using proper diffuse and normal texturess on it. Otherwise placing non customized textures evens out mesh detailing as much as making micro sculpting almost pointless. Making appropiate normal maps is currently beyond my abilities unfortunately. Yet I stick with the Citrus head for the next time coming for sure. Great work!
Vortec Posted May 21, 2017 Posted May 21, 2017 If only Blabba would come back...used to love reading his threads and his travails.
aspirine2 Posted March 8, 2018 Posted March 8, 2018 On 7/24/2014 at 6:57 AM, blabba said: First things first. I put the new Red disclaimer for a reason, this mod doesn't support EEO. Don't try to use this with EEO or any other mods that aren't specifically stated. (Hint: The EEO morphs are already integrated into RM) Custom races might need to have their stuff setup correctly sometimes using the ck. I can't help with that since I don't use the ck. Or if you copied all the .tri morph and .nifs it should work flawlessly (the example pics for the page include custom races with CITRUS heads contributed by groovtama) As for the RM3 save slots loading. What you say is purely false speculation. The RM save slots function just fine for me. And the data stored in them are relevant to the slider values and names. Which are the same between vanilla and CITRUS heads. The only difference that may arise is that CITRUS heads are only 99% the same in terms of shape to the Vanilla heads. So there might need to be very minor adjustments made. I suggest if you really want to test if this mod is working or not you use MO and absolutely check that no other mods interfere with the files here. Or even better, just make sure you have a clean skyrim install and RM 2.9 and this mod installed. Feel free to post your chargen logs and load order if you want further debugging help. still want to figure how to fix the melting face issue ...can you please tell me in steps ...i 'm a noob..
Guest SocialMediaBot Posted March 16, 2018 Posted March 16, 2018 Hey guys, i have this issue with NPC's lips not moving when talking (well something moves but it looks like a baby alien under the skin). I think there was a fix for this somewhere here, but i cant find it with google or the search function. I am using female facial animations, but the males arent working either so i dont think thats the issue. I also use some NPC overhauls, do you think that could be the issue? That would be kinda obvious...
bicobus Posted March 28, 2018 Posted March 28, 2018 On 3/16/2018 at 7:59 PM, phos_gen said: Hey guys, i have this issue with NPC's lips not moving when talking (well something moves but it looks like a baby alien under the skin). I think there was a fix for this somewhere here, but i cant find it with google or the search function. I am using female facial animations, but the males arent working either so i dont think thats the issue. I also use some NPC overhauls, do you think that could be the issue? That would be kinda obvious... According to this post, you need to run the CK facegen for vanilla NPC to work correctly.
Chicanery Posted May 8, 2018 Posted May 8, 2018 Will running CK Facegen work if I'm not using the replacer version? I have my one little follower using the standalone head, but her face won't animate correctly.
27X Posted May 8, 2018 Posted May 8, 2018 You have to regen EVERY RACE that uses citrus at all with the CK. Every time. All the time. No exceptions.
Chicanery Posted May 8, 2018 Posted May 8, 2018 34 minutes ago, 27X said: You have to regen EVERY RACE that uses citrus at all with the CK. Every time. All the time. No exceptions. Understood. Thank you!
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