blabba Posted September 12, 2014 Author Posted September 12, 2014 New update fixes some morphs that were reported earlier as broken. Also adds support for new updated RM morphs and Expression slider support. What's coming next: - Citrus Heads PC Only Standalone (Pending next RM update) - More Heads (Probably Male variants next, to be fair gender-wise, and maybe werewolves at the end if I ever get time) - 3dsMAX file and tutorials as well as an updated .tri editor (Very far off for now...)
Taskmaster Posted September 14, 2014 Posted September 14, 2014 I tested 2.3 and it works. I can't use it on my own character though, because she's CustomImperial. However, I know the CITRUS head is good to go, because I loaded her up on a vanilla race and her face loaded in perfect. Thanks for the update.
Mdy Posted September 14, 2014 Posted September 14, 2014 I'm using Custom Races, too and got the same "issue" (with CustomNord currently *g*). I've fiddled around with RaceMenu and tri files way over a year ago and can't exactly remember how I've gotten it to work. It might be editing tri paths in RM's ini files, but dunno if this here is another problem.
Taskmaster Posted September 14, 2014 Posted September 14, 2014 I'm using Custom Races, too and got the same "issue" (with CustomNord currently *g*). I've fiddled around with RaceMenu and tri files way over a year ago and can't exactly remember how I've gotten it to work. It might be editing tri paths in RM's ini files, but dunno if this here is another problem. If you find anything let me know. What's missing are simply the sliders for me. Old chargen ext method was to add each race in manually like customimperialrace and a couple of other lines. This new headmesh looks really good.
Santoconnor Posted September 21, 2014 Posted September 21, 2014 Where is the first head from? The Human-Argonian? Looks pretty awesome in my opinion. Btw i can't get the heads to work somehow so could anyone tell me whats up with that one already mentioned head? Thanks in advance!
Kestrix Posted September 26, 2014 Posted September 26, 2014 Where is the first head from? The Human-Argonian? Looks pretty awesome in my opinion. Btw i can't get the heads to work somehow so could anyone tell me whats up with that one already mentioned head? Thanks in advance! The human-argonian is a custom skin mix by Groovtama who can't share the files due to permission issues. Otherwise it's a race on nexus that does it. Drakian. There you go. The CITRUS heads themselves are not really meant for standard/end user use at the moment. That means they aren't really meant to be used by the average user. These are actually meant for use with RaceMenu 3. However Blabba was kind enough to share them early. While these can be used now, they are really meant for use by people who already know what is going on as several changes have to be done by hand. If you don't understand how the mod works and what must be changed you probably shouldn't use them. They are not drag and drop. You could come visit the unofficial loverslab chat and ask questions though! Blabba and Expired are there pretty often and only require small bribes to get them to help you. Like oranges. Or Porn. Maybe both.
Earen Posted September 28, 2014 Posted September 28, 2014 I respect what you did, but do we really need vanilla head mesh as a base? There can be some limitations probably. This comparison makes me really sad
blabba Posted September 28, 2014 Author Posted September 28, 2014 I respect what you did, but do we really need vanilla head mesh as a base? There can be some limitations probably. This comparison makes me really sad I don't quite get the meaning here.... But I kept the vanilla proportions because I didn't feel like remaking all the other assorted tri files. That's what morphs are for, you start with a base configuration (in this case vanilla, because all other head parts are setup to use that as a base as well) And then apply morphs to it to virtually alter the shape to any proportions you want.
Earen Posted September 28, 2014 Posted September 28, 2014 I respect what you did, but do we really need vanilla head mesh as a base? There can be some limitations probably. This comparison makes me really sad I don't quite get the meaning here.... But I kept the vanilla proportions because I didn't feel like remaking all the other assorted tri files. That's what morphs are for, you start with a base configuration (in this case vanilla, because all other head parts are setup to use that as a base as well) And then apply morphs to it to virtually alter the shape to any proportions you want. The idea is - the more base mesh is far from ideal proportions, the more vertexes are needed to be moved (moved by morphs) to make it look is more or less okay -> more texels are needed to be moved too -> more stretched texture will become
blabba Posted September 28, 2014 Author Posted September 28, 2014 The idea is - the more base mesh is far from ideal proportions, the more vertexes are needed to be moved (moved by morphs) to make it look is more or less okay -> more texels are needed to be moved too -> more stretched texture will become lol.... You would have to be morphing the head to some ridiculously alien head or something before you start noticing warped textures. There aren't any existing morphs in skyrim where this becomes an issue at all.
Mdy Posted September 28, 2014 Posted September 28, 2014 Earendil, I like anatomically correct proportions, too. But wouldn't a realistic head mesh deform all faces (and their overhaul mods) in Skyrim, mostly in a horrible way?
Earen Posted September 28, 2014 Posted September 28, 2014 lol.... You would have to be morphing the head to some ridiculously alien head or something before you start noticing warped textures. There aren't any existing morphs in skyrim where this becomes an issue at all. Well, I just gave the idea Earendil, I like anatomically correct proportions, too. But wouldn't a realistic head mesh deform all faces (and their overhaul mods) in Skyrim, mostly in a horrible way? I really may not know how it may affect a things, definitely you'll have to say bye to your face presets, since the base head mesh won't be ugly and presets won't have to correct it
Groovtama Posted September 28, 2014 Posted September 28, 2014 I respect what you did, but do we really need vanilla head mesh as a base? There can be some limitations probably. This comparison makes me really sad Just me or does this looks like phrenology?^^
Earen Posted September 28, 2014 Posted September 28, 2014 I respect what you did, but do we really need vanilla head mesh as a base? There can be some limitations probably. This comparison makes me really sad Just me or does this looks like phrenology?^^ Indeed As we may see from these measurements, the left person seem more adequate due to bigger frontal region (organs of intelligence and reason are there) xD
blabba Posted October 12, 2014 Author Posted October 12, 2014 MASSIVE NEW UPDATE The new file is called 'CITRUS Head - Replacer', this version is the standard replacer file and will require you tu re-run CK's Facegen to propogate the heads to NPC's and the new morphs. Read the Changelog for more info. I'll be putting this mod up on nexus in a day or two so any bugs/feedback would be welcome prior to that, as well as Screenshots! I'll also be uploading a 'Standlone' File that only alters the PC heads only for those of you who don't want to run facegen or are afraid of FPS impact. Note: Female Khajit Heads are bugged, I'm working on figuring this out.
blabba Posted October 12, 2014 Author Posted October 12, 2014 Fixed female Khajits and uploaded the Standalone version. Bunch of other minor changes that I can't bother to list right now. Anyway, feedback is welcome.
zzz72w3r Posted October 12, 2014 Posted October 12, 2014 Since this is almost Nexus ready I figure it's finally idiot proof enough for me I use NMM to install the Standalone version with RM2.95. I honestly cannot see any difference. Is there any extra step to load the head? I don't have ECE or EEO active. LOOT places CTRUS above RM. I manually load CITRUS head esp below RM and still no difference.
blabba Posted October 12, 2014 Author Posted October 12, 2014 Since this is almost Nexus ready I figure it's finally idiot proof enough for me I use NMM to install the Standalone version with RM2.95. I honestly cannot see any difference. Is there any extra step to load the head? I don't have ECE or EEO active. LOOT places CTRUS above RM. I manually load CITRUS head esp below RM and still no difference. Use TWF command in console to double check the mesh in-game and see if the BSA loaded properly. You might need to extract the BSA for it to work with Manual/NMM.
zzz72w3r Posted October 12, 2014 Posted October 12, 2014 Convert to loose file and repack, install with NMM check the DATA folder and files are all there. Place esp above or below RM in NMM, no difference, the wire frame looks exactly the same and nothing like the high poly screen in OP. I have to go and I will do some testing later but not sure what else I can do.
blabba Posted October 12, 2014 Author Posted October 12, 2014 Updated the standalone and replacer versions again. @ w3r, I can't offer help with NMM installation but what you did sounds correct, if you were using the standalone version try the new update as that was heavily changed to make the morphs work again.
Mdy Posted October 12, 2014 Posted October 12, 2014 Thanks for the update, it works with the mod "custom races" (Instructions are in the spoiler) So this is what I've done for working sliders with CustomRaces, tried the replacer and standalone version: In MO I've created a new mod with the custom races paths in it (meshes\CustomRaces\CustomNord and so on). Download CITRUS Head - Replacer.rar Open the archive and extract the BSA with FOMM (Fallout Mod Manager) to the desktop. Choose one of the two ways: Install the CITRUS Head - Replacer.bsa. There is no esp linking to the bsa, so MO won't load the bsa automatically! Switch to the Archive tab, scroll down, activate the check box. Or copy the whole destop meshes in the new MO mod folder (no loaded bsa is needed). Go to meshes\actors\character\character assets and copy all 17 files in it. Go to meshes\CustomRaces\CustomNord and paste all 17 files in it (same goes for Custom Imperial and others). Download CITRUS Head - Standalone.rar Same way as written above (extract the bsa, copy the character assets files into CustomXXX. Install the downloaded archive with the esp and bsa, this time the bsa will be activated automatically). Either way you'll choose, no additional ini edits are needed. Vanilla head: Citrus head: Vanilla head wireframe + fps: Citrus head wireframe + fps: I'm losing 3 fps compared to the vanilla head. edited several times, please read again.
Changer Posted October 13, 2014 Posted October 13, 2014 has anyone found a way to make this work with nmm? shouldn't there be some script files or somthing to tell the game to use the citrus entries in the .esp? there are ini files, but what are those for? are they for mo?
blabba Posted October 13, 2014 Author Posted October 13, 2014 has anyone found a way to make this work with nmm? shouldn't there be some script files or somthing to tell the game to use the citrus entries in the .esp? there are ini files, but what are those for? are they for mo? The .ini files relate to RM's chargen plugin they are absolutely needed. I would hazard a guess that unpacking the bsa, zipping the unpacked files along with the .esp file would get the files working through NMM. Hell, the standalone file should work fine installing with NMM I believe.
Changer Posted October 13, 2014 Posted October 13, 2014 my bad:> stupid me is stupid everything works fine now... just install with nmm as always different question... i try to get rid of the vampire morphs (no shrunken faces)... do i just have to edit femaleheadchargen.tri, or are there other files i need to change too
zzz72w3r Posted October 13, 2014 Posted October 13, 2014 Updated the standalone and replacer versions again. @ w3r, I can't offer help with NMM installation but what you did sounds correct, if you were using the standalone version try the new update as that was heavily changed to make the morphs work again. New version of Standalone works with NMM! I don't know what changed but I used the new bsa, manually unpacked a loose version and got high poly heads with both. CITRUS esp sits below RM both times, not that it matters with the Standalone according to your instruction. I can't wait for some talented people to sculpt visually stunning heads with this. However, I cannot see the incremental benefit of using Repalcer to rebake vanilla. I can see the slight difference if I stare at the faces very, very closely but vanilla is so ugly I don't think I would want to. Will textures designed specifically for CITRUS make a noticeable difference?
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