namjey Posted August 6, 2014 Posted August 6, 2014 Hi everyone! I need some help with Krista mod. Couple weeks before I found some Krista's cloth mods.. and there i saw Krista's character.. and i really liked it. And i am guessing can anybody help to get that Krista's character face make it playable?? I really would like to play that character. i already have Kristas High-res texture for body and head. it would be great if anybody help me to make a savegame or esp file with Krista's character face I'm kinda new to modding.. Need some help!!
Vaelorian Posted August 6, 2014 Posted August 6, 2014 Your best bet is to start asking around as to what race Krista might've been using for her character, then try to re-create it yourself. There are absolutely no mods like Character Making Extender for Skyrim, so if you have the correct texture, head mesh and race preset you can re-create it within the Oblivion engine.
varenne Posted August 7, 2014 Posted August 7, 2014 Not really a matter of race since all that is being requested is the facegen of Krista's character. It could be any race, although I'm suspecting it's a bit custom; maybe vampire or demon? @ namjey - I rec'd some detailed instructions from movomo today on how they set up and worked with two different versions of Wrye Bash, to successfully export the facegen. I may give it a shot this weekend, as it is a bit complex to get it all done. I don't really want to totally fubar my current Wrye Bash settings as it would essentially render my prior saves as useless. If you are willing to give it a go try downloading the latest version of Wrye Bash; Wrye Bash 304.3 - Installer.exe. This would work best if you aren't already using Wrye, since you won't be overwriting anything already setup and configured in your Windows Registry. Next I believe would be to install and enable Anvil Bay Mystery House, which is, based on memory one occurrence of where Krista's famous character occurs. If you get this far post here or PM me again and I'll walk you through the facegen portion in Wrye. If anyone knows where else or a better place this character occurs, please feel free to pipe in! It's literally been years since I reviewed that MOD. I have DLed the latest TES4Edit corrected version of it from the Krista MOD thread here on LL. I just need to time to get it all setup, along with working through using two very vastly different versions of Wrye.
namjey Posted August 7, 2014 Author Posted August 7, 2014 @ varenne I already have installed wrye bash 304.3 and installed Anvil Bay Mystery House. And also downloaded krista's high-res texture I am all ready to move on what should i do next?
Risray Posted August 7, 2014 Posted August 7, 2014 What you need to do now is use Wrye Bash to copy the face stored in Anvil Bay Mystery House's esp to one of your saved games, then, open the Anvil Bay Mystery House's esp in Construction Set and make Krista's race(s) in that esp "playable" if they're not already (meanwhile change the textures to the high-res ones), save it, then launch the game, load the save where you copied the face to, bring the race menu via console or mods, change the current race to Krista's and it's done. Note that this is just the general process, I'm not going into detail of how to do every step. (due to shortage of free time)
varenne Posted August 7, 2014 Posted August 7, 2014 You'll need at least one save game with the Anvil Bay MOD installed and active. Next step I'd recommend is open Wrye Bash and click on the Help button. With that open in your browser use the Find... function to search on the Face Import topic. Review to familiarize yourself with the steps involved. You can also experiment a bit and see if the Krista character is actually available. If not you will need to open CS and make her character playable, as Risray points out above. While in CS you can also review for Krista's custom race that her character is based on. Take some notes on the locations of the textures for that race as you will want to overwrite them with the hi-rez ones you have. Make sure the files names match before overwriting them, else you'll either have to change them to match what is seen in CS, or go back to CS and change them. Here are two links to walkthroughs. A bit dated and the screen captures may appear differently than what you seen in ver. 304 of WB. Wrye Bash face import HOW TO TRANSFER A FACE FROM ONE SAVEGAME TO ANOTHER SAVEGAME USING WRYE BASH One additional step you may need to do, after making Krista's character race playable in CS, is create a brand new save game using her character race. Don't worry about setting it up, just use what ever the default settings are. You'll be overwriting them with the face import via WB. This will improve the final result when you import the facegen values to your PC character since those values are based on the actual race mesh. If you try just importing to a PC character based on another race the results may be less than desirable. Good luck!
movomo Posted August 7, 2014 Posted August 7, 2014 Eh, folks, are you talking about importing npc faces into your save data? I think it can be done with Facegen Exchange Lite. No sweat with Wrye Bash.
varenne Posted August 7, 2014 Posted August 7, 2014 @ movomo - Yeah, I was hoping you'd chime in since you've had recent success with the latest WB. I tried Facegen Exchange Lite years ago and had success with it. Based on a very quick review of the races/characters in Anvil Bay House today, there are potentially two female characters available. Succubus and Mannequin. I tried the Succubus one first, making some edits in CS/E first, and created a new playable character. Those hi-rez meshes IMO are so-so. I may retry tomorrow using the Mannequin race. Hard to determine if that is actually Krista's character or not. I also used the 'fixed' English ESP from the Krista MOD thread here on LL and it still has some major FPS impact issues. Could be due to the number of books and other items on the back of the house, plus the fog. Not entirely sure.
varenne Posted August 10, 2014 Posted August 10, 2014 I tested creating a character from the Mannequin race and that looks very close to the dimensions of Krysta's character IMO. I think she did some further modifications though, like vampire teeth instead of the default for Mannequin. Also would need to add more Hair models via CS/E. Eyes, not sure. That's as far as I got today. I'll create and post a screen capture of what I have so far, next time I'm in Oblivion Screen captures I had to go back into CS/E and player enable the default hair (Hair tab) Krysta assigned to Mannequin race, then enable it in Race menu. Still not sure what exactly Krysta used for her character. Like I said, maybe a combination of stuff from Succubus and Mannequin is my best guess. Once you get a player character set up in a save game, you can then try the harder stuff above to do a facegen export/import to other save games.
namjey Posted August 11, 2014 Author Posted August 11, 2014 @ varenne wow that's coooool waiting for screen capture^^
varenne Posted August 12, 2014 Posted August 12, 2014 I went back over the hi-rez texture set for head and body and the head HTML readme has instructions on how to make use of it, to make a custom character similar to what Krysta used. It includes the head mesh and head parts meshes too. So you have some options to choose from. As outlined above I did two alterations and created two playable races, based on Krysta's Succubus and Mannequin races from her Anvil Bay Mystery House MOD. Issue with that approach is it requires that MOD be active or enabled. Looking over the screen captures from Anvil Bay Mystery House that Krysta used, they look to me to be based off of those two races plus the hi-rez textures added. You can use the below Krysta Screen Captures to the ones I took in my post above. A fairly close match I think. For the player Mannequin that is the default hair mesh, texture and color, you just have to add it in the Race menu set up in CS/E. Still trying to figure out which hair mesh & texture she used for the player Succubus in the screen captures. I'll post in one of the forums here on LL as someone else may know it and where to find it. You could replicate the races in a separate MOD of your own using the race information plus the additional resources provided in the hi-rez sets. Or you could create a brand new Krysta race in a totally separate MOD, but you will still need to use the head mesh provided as often times the texture is mesh dependent. As far as other Krysta characters she screen captured in the separate armor and clothing MODs, it would be a guess on what was used. Cheers, V
varenne Posted August 15, 2014 Posted August 15, 2014 Here's some new screen captures of my recent Krista character: This is actually based on the Krista Mannequin race. I simply enabled it as playable in CS and used the Succubus Wig from the Krista Succubus Modders Resource MOD. An upcoming reworked alpha release for both MODs to be posted soon.
namjey Posted August 21, 2014 Author Posted August 21, 2014 @ varenne wow what u have done is completely amazing!! I tried to do some staffs in cs... but something has gone wrong ( I don't know what XD).... So eventually I had to reinstall full Oblivion ((((( with all mods.... Now i understand how modding is hard ))) If it's possible could you send me esp file so that i could play Krista's character? (i have already installed krista's house mod...) I really don't want to mess up oblivion again and reinstal :'( Waiting for your reply! Thank you!
varenne Posted August 21, 2014 Posted August 21, 2014 Well the current ESP is for Krista's Anvil Bay Mystery House, so it would replace anything you already have installed and enabled. I am only willing to PM it at this time as it requires a bit more work to be what I consider an Alpha release. I'll use our existing PM and post it a little later today. I'm currently working through the folder structure to provide a bit more consistency. I was all last week working on the stand-alone Succubus MOD first, as that need much more work. I'm also not too happy with how some of the armors and clothes came out of gerra6's Mesh Rigger for both of these MODs, so those meshes won't be a part of any initial release. I will, at some point be publicly posting the PyFFIed meshes (minus clothes and armors) as it vastly improves FPS in and around the house areas.
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