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This is sad.  
 
Well, good news for me that if other people really don't see such difference, then there is no need for me to use high poly head at all, lol :lol:

 

 

i could get mostly the same effect as the eeo head (which i was using before)  by playing with the race sliders.

i am playing a wood elf and if i set the "wood elf"-slider to -0.35, i pretty much get the shorter chin and overall rounder face that i had wich eeo

here a screenshot of my character with different hair, so you can see the face shape:

 

post-84536-0-94866300-1414626287_thumb.jpg

 

 

a different matter @blabba

i dont know if someone else noticed this issue

i have switched to the version BUBBLEGUM of your standalone pack (i had version VIOLET before) and with the new version i have clipping issues at the brows, especially with mer races. some men races have this issue too, but it is barely visible there.

here a screenshot of my character with all ece sliders at default position:

 

post-84536-0-82768700-1414626598_thumb.jpg

 

the clippings are the same for the other mer races, too

this was not the case in your earlier verion (VIOLET). for the time beeing i switched back to the old femaleheadraces.tri and the brows are fine again.

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a different matter @blabba

i dont know if someone else noticed this issue

i have switched to the version BUBBLEGUM of your standalone pack (i had version VIOLET before) and with the new version i have clipping issues at the brows, especially with mer races. some men races have this issue too, but it is barely visible there.

here a screenshot of my character with all ece sliders at default position:

 

 

the clippings are the same for the other mer races, too

this was not the case in your earlier verion (VIOLET). for the time beeing i switched back to the old femaleheadraces.tri and the brows are fine again.

 

 

Yea known issue for now.

 

I might've used the default CITRUS head instead of the improved violet version one when I built the bubblegum update.

 

Either way, I'll resolve the issue and a few other minor stuff in a future update eventually.

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nice

 

btw: what is the difference between the new femaleheadraces.tri and the old one? i didnt notice anything in game, except for the clipping :x

did you make any changes? after extracting the obj-files, ive noticed that the filesize is slightly different. am i missing something by unsing the old file?

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nice

 

btw: what is the difference between the new femaleheadraces.tri and the old one? i didnt notice anything in game, except for the clipping :x

did you make any changes? after extracting the obj-files, ive noticed that the filesize is slightly different. am i missing something by unsing the old file?

 

Bald heads fix.

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Found a couple NPC errors, will send pics tomorrow

 

I hate being the one to ask dumb questions. Who am I kidding? I'm a mom, I LOVE these questions. Are you using the Standalone or the Replacer. If using the replacer did you remember to regen the npc heads?

 

 

Replacer and yes, yes I did.

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Trying the bubblegum set, and for some reason the npc mouths don't move when they talk (both male and female).

 

Note: the faces try to move but the mouth does not open.

I thought nothing moved unit one of the npc's with a beard started to talk and his beard/mustach/goatee was moving but his mouth did not open.

 

Is there a bone missing?

This is with the replacer set.

 

Doh... just ran a search for talk on your nexus version and you listed what to do there....

 

So how do I get all of the npc's listed in the CK?

And will this affect the 2gig's of facegen data that I already have for the npc skyhair mod (I'll take a wild guess and say that zip file is now useless with the new head and tri files)....

 

So off to muck around in the CK... yuk.

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I installed your head on my laptop today, and I made a new character. Looked astonishing, until I became a vampire and the cheeks sunk in like in vanilla Dawnguard. I have a custom femaleheadchargen.tri file that should fix this, but it doesn't do anything. Is there a possibility to disable the face morphing crap of Dawnguard with the CITRUS head mesh?

LG, Toastbre4d

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Trying the bubblegum set, and for some reason the npc mouths don't move when they talk (both male and female).

 

Note: the faces try to move but the mouth does not open.

I thought nothing moved unit one of the npc's with a beard started to talk and his beard/mustach/goatee was moving but his mouth did not open.

 

Is there a bone missing?

This is with the replacer set.

 

Doh... just ran a search for talk on your nexus version and you listed what to do there....

 

So how do I get all of the npc's listed in the CK?

And will this affect the 2gig's of facegen data that I already have for the npc skyhair mod (I'll take a wild guess and say that zip file is now useless with the new head and tri files)....

 

So off to muck around in the CK... yuk.

 

you open Creation Kit, you click  file -> data  you select skyrim and too dawnguard and dragonborn if you have,

after you follow that http://www.creationkit.com/Dark_Face_Bug     :shy:

 

it work for me but you must extract the bsa before open CK

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there are a lot of mods who keed your appearance as normal so you don't have the sunken faces without replacing tri files

I found one which alters the Base Head Reference for all the Vampire races in CK, but that didn't work either. On my desktop rig, where I don't have the CITRUS head mesh installed, the modified femaleheadchargen.tri file works perfectly.

 

I'm kind of lost now. I want to play a vampire, but I can't bear a face that looks like it has been crushed with a pipe wrench.

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  • 3 weeks later...

Is there a reason you will not support ECE? I honestly don't see why so many people are beginning to bash ECE/decide to not support possibly half of a fanbase that may be interested.

 

Yea, simply put the mod is dead.

 

When even the original authors of the mods don't update or respond to queries and such, not much I can do.

 

I'm not going to even try to support a buggy old mod that nobody maintains.

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Is there a reason you will not support ECE? I honestly don't see why so many people are beginning to bash ECE/decide to not support possibly half of a fanbase that may be interested.

Yea, simply put the mod is dead.

 

When even the original authors of the mods don't update or respond to queries and such, not much I can do.

 

I'm not going to even try to support a buggy old mod that nobody maintains.

Why do you assume it's "Dead" simply because it hasn't had an update? Have you considered that possibly, the creator considers ECE "Done"? Just because something is not updated doesn't mean it's dead. And if the many people who create plugins for ECE are considered "nobody", then can I call you Polyphemus?

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Why do you assume it's "Dead" simply because it hasn't had an update? Have you considered that possibly, the creator considers ECE "Done"? Just because something is not updated doesn't mean it's dead. And if the many people who create plugins for ECE are considered "nobody", then can I call you Polyphemus?

 

 

Name me a plugin that somebody has created for ECE in the last let's say 3 months.

 

The only mods I see for ECE these days are people uploading cme saves. And that is not an ECE plugin.

That's just users making heads using ECE, which is fine for them.

 

If ECE is not being maintained or updated becuase the original authors feel it is done, then obviously I cannot support ECE.

The standalone version of this head makes use of some specific features that Expired included in his RM mod to make it possible.

Feel free to try to hack the same feature into ECE.

 

Also, asking me to support a mod that I don't use nor have an interest in is absolutely presumptuous of you.

Nowhere in my posts do I say you are not allowed to make the files work with ECE yourself. So instead of taking your anger out on me, why not learn how to do a bit of modding and do it yourself?

 

If you read back, you'll see at least one other user went off to try doing it on his own.

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Is there a reason you will not support ECE? I honestly don't see why so many people are beginning to bash ECE/decide to not support possibly half of a fanbase that may be interested.

Yea, simply put the mod is dead.

 

When even the original authors of the mods don't update or respond to queries and such, not much I can do.

 

I'm not going to even try to support a buggy old mod that nobody maintains.

Why do you assume it's "Dead" simply because it hasn't had an update? Have you considered that possibly, the creator considers ECE "Done"? Just because something is not updated doesn't mean it's dead. And if the many people who create plugins for ECE are considered "nobody", then can I call you Polyphemus?

 

 

Ehm new sliders\bugfixes of the old were mostly done by me in the last year... ECE still can't do first person edits, rotations, values from the skeleton are loaded incorretly, values are affected by animations, etc.

 

It's dead, like a dead horse, alot of people still try to ride.

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Why do you assume it's "Dead" simply because it hasn't had an update? Have you considered that possibly, the creator considers ECE "Done"? Just because something is not updated doesn't mean it's dead. And if the many people who create plugins for ECE are considered "nobody", then can I call you Polyphemus?

 

 

Name me a plugin that somebody has created for ECE in the last let's say 3 months.

 

The only mods I see for ECE these days are people uploading cme saves. And that is not an ECE plugin.

That's just users making heads using ECE, which is fine for them.

 

If ECE is not being maintained or updated becuase the original authors feel it is done, then obviously I cannot support ECE.

The standalone version of this head makes use of some specific features that Expired included in his RM mod to make it possible.

Feel free to try to hack the same feature into ECE.

 

Also, asking me to support a mod that I don't use nor have an interest in is absolutely presumptuous of you.

Nowhere in my posts do I say you are not allowed to make the files work with ECE yourself. So instead of taking your anger out on me, why not learn how to do a bit of modding and do it yourself?

 

If you read back, you'll see at least one other user went off to try doing it on his own.

 

 

Here's a plugin that was created in august. http://www.nexusmods.com/skyrim/mods/57440/?

 

The New Elin Race 2.0 on LoversLab also works specifically with ECE, adding new morphs.

 

EDIT: If you re-read my comment, I was not ASKING you to support ECE. I simply asked why you were not, and when you gave your reasons why you were not, I gave a counterpoint. I find it presumptuous of you to think that just because I ask a question and respond to your reasons, I immediately wish for you to start work on something you "have no interest in". It is also a bit rude to believe I do not have modding knowledge, as several of my modifications have been showcased on Modtype and Dragonporn.

 

@Groovtama

By first person edits, do you mean height in first person view? Because I have been able to clearly see the change with ECE. Rotations, from my experience with RaceMenu I have not seen any rotation there either, but if that is a new feature or a plugin I missed, then I will agree, that is something RM has that ECE does not. Skeleton values being incorrect, that I will also give you. Using heavily modified skeletons can be a pain with ECE at times. Finally, while I personally have not encountered the issue of values being affected by skeletons recently, I will agree that at times certain parts have been affected, mainly hands.

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Here's a plugin that was created in august. http://www.nexusmods.com/skyrim/mods/57440/?

 

The New Elin Race 2.0 on LoversLab also works specifically with ECE, adding new morphs.

 

 

That is an .ini file tweak for an existing ECE feature.

 

It is not a 'plugin'.

 

edit: I stated my reasons for not supporting ECE, you'll have to live with it. I find your 'counterpoints' to be severely lacking to coerce me to even entertain the thought of trying to use ECE ever again.

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Here's a plugin that was created in august. http://www.nexusmods.com/skyrim/mods/57440/?

 

The New Elin Race 2.0 on LoversLab also works specifically with ECE, adding new morphs.

 

 

That is an .ini file tweak for an existing ECE feature.

 

It is not a 'plugin'.

 

edit: I stated my reasons for not supporting ECE, you'll have to live with it. I find your 'counterpoints' to be severely lacking to coerce me to even entertain the thought of trying to use ECE ever again.

 

 

Except I was essentially saying, "I may not accept your reasons, but I am fine with them." And I do not see how I was attempting to coerce you into using ECE. At all. I think you are reading into things that are not in my comments.

 

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Here's a plugin that was created in august. http://www.nexusmods.com/skyrim/mods/57440/?

 

The New Elin Race 2.0 on LoversLab also works specifically with ECE, adding new morphs.

 

EDIT: If you re-read my comment, I was not ASKING you to support ECE. I simply asked why you were not, and when you gave your reasons why you were not, I gave a counterpoint. I find it presumptuous of you to think that just because I ask a question and respond to your reasons, I immediately wish for you to start work on something you "have no interest in". It is also a bit rude to believe I do not have modding knowledge, as several of my modifications have been showcased on Modtype and Dragonporn.

 

@Groovtama

By first person edits, do you mean height in first person view? Because I have been able to clearly see the change with ECE. Rotations, from my experience with RaceMenu I have not seen any rotation there either, but if that is a new feature or a plugin I missed, then I will agree, that is something RM has that ECE does not. Skeleton values being incorrect, that I will also give you. Using heavily modified skeletons can be a pain with ECE at times. Finally, while I personally have not encountered the issue of values being affected by skeletons recently, I will agree that at times certain parts have been affected, mainly hands.

 

 

The mod you posted is a modification of my modded ini files which only adds more sliders to the ones I made\edited, it doesn't contain any new fixes... or new features, it basically adds just more sliders and some XPMSE features to other skeletons.

Ehm the new Elin 2.0 race works specifically with ECE because it uses XPMSE1.93ar50 which doesn't have XPMSE2's RM support, so the reason is XPMSE limitation to ECE and not ECE being so great.

So both mods have more to do with XPMSE than with ECE.

 

I know for a fact that ECE can't have first person scaling. Rotations, maybe use XPMSE2, Weapon Rotations, cool new feature. The problem with heavily modded skeletons and ECE is not that the skeleton is heavily modded the problem is that ECE uses a copy of mashed up copy NetImmerse internal functions and a simple (<= simple here is said really nicely, normally I would say fucked up because it doesn't read skeleton values) logic for modify values, it fucked up hand scales because nobody thought of that hands have not a 1.0 scale for females by default. And you don't encounter them probably anymore because I fixed that shit, pretty much a year ago. If I wouldn't debugged the whole values for XPMS1.9 you people would still have the feets in the ground problem, or gorilla hands with females.

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Here's a plugin that was created in august. http://www.nexusmods.com/skyrim/mods/57440/?

 

The New Elin Race 2.0 on LoversLab also works specifically with ECE, adding new morphs.

 

EDIT: If you re-read my comment, I was not ASKING you to support ECE. I simply asked why you were not, and when you gave your reasons why you were not, I gave a counterpoint. I find it presumptuous of you to think that just because I ask a question and respond to your reasons, I immediately wish for you to start work on something you "have no interest in". It is also a bit rude to believe I do not have modding knowledge, as several of my modifications have been showcased on Modtype and Dragonporn.

 

@Groovtama

By first person edits, do you mean height in first person view? Because I have been able to clearly see the change with ECE. Rotations, from my experience with RaceMenu I have not seen any rotation there either, but if that is a new feature or a plugin I missed, then I will agree, that is something RM has that ECE does not. Skeleton values being incorrect, that I will also give you. Using heavily modified skeletons can be a pain with ECE at times. Finally, while I personally have not encountered the issue of values being affected by skeletons recently, I will agree that at times certain parts have been affected, mainly hands.

 

 

The mod you posted is a modification of my modded ini files which only adds more sliders to the ones I made\edited, it doesn't contain any new fixes... or new features, it basically adds just more sliders and some XPMSE features to other skeletons.

Ehm the new Elin 2.0 race works specifically with ECE because it uses XPMSE1.93ar50 which doesn't have XPMSE2's RM support, so the reason is XPMSE limitation to ECE and not ECE being so great.

So both mods have more to do with XPMSE than with ECE.

 

I know for a fact that ECE can't have first person scaling. Rotations, maybe use XPMSE2, Weapon Rotations, cool new feature. The problem with heavily modded skeletons and ECE is not that the skeleton is heavily modded the problem is that ECE uses a copy of mashed up copy NetImmerse internal functions and a simple (<= simple here is said really nicely, normally I would say fucked up because it doesn't read skeleton values) logic for modify values, it fucked up hand scales because nobody thought of that hands have not a 1.0 scale for females by default. And you don't encounter them probably anymore because I fixed that shit, pretty much a year ago. If I wouldn't debugged the whole values for XPMS1.9 you people would still have the feets in the ground problem, or gorilla hands with females.

 

Ah, I see then. Thank you for the information of that, quite interesting. I am not using XPMSE2 as of yet, so that would explain my lack of knowledge of it. Basically, you have explained all of my misconceptions then. except for the first person scaling because uh... while I DO believe you, for some reason in my game ECE DOES scale in first person. Very unsure why now. Possibly thinking of a different scale.

 

Anyway, I apologize for the small derail.

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