Monsto Brukes Posted October 18, 2014 Posted October 18, 2014 . . . Apply current player build to a pc? I know you can't edit an npc with racemenu, And I know my suggestion would take extra work. But I was thinking about this: make the pc however, then "apply" it to an npc whether thru spell etc, dialog option, or other command. Everything the pc has at that moment is put on the targeted npc, effectively making them the physical clone of the player, except for gear of course. Just a thought.
Storms of Superior Posted October 18, 2014 Posted October 18, 2014 Maybe save the PC as a preset, then drop it into the whatever place it needs to go to overwrite the NPC's appearance.
XJ347 Posted October 18, 2014 Posted October 18, 2014 Ummmm you can use any racemenu face and place it into any custom or a specifically altered NPC... Anything that changes the body is a different matter. http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim
Monsto Brukes Posted October 18, 2014 Author Posted October 18, 2014 This would be the point of Familiar Faces For followers . . . but not to go around changing random NPCs. Ummmm you can use any racemenu face and place it into any custom or a specifically altered NPC... Anything that changes the body is a different matter. http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim I'm talking about in game. basically copy/paste your look onto the npc. Using creation kit I don't even need racemenu.
Groovtama Posted October 18, 2014 Posted October 18, 2014 I know you can't edit an npc with racemenu, And I know my suggestion would take extra work. ...at the moment you can't.
jacques00 Posted October 18, 2014 Posted October 18, 2014 Dynamically changing set assets of an NPC would be tricky, I'd imagine. Basically you want a mod that exports the current player's face data and overwrite it for select NPCs. After the assets are transferred, the character would need to be refreshed to update the changes (since .nif files in-game do not update on the fly), and I can see the update process may have its own set of issues, depending on how the update is handled. You can get something that instantly looks okay, or something that looks real fugly--especially if the morph files (used for expressions and talking) don't match with the geometry present, though I am unsure if NPC and player characters use different morphs so it may be a non-issue.
trepleen Posted October 18, 2014 Posted October 18, 2014 You should consider just applying the new face to the NPC via the creation kit.
Expired6978 Posted October 18, 2014 Posted October 18, 2014 This would be the point of Familiar Faces For followers . . . but not to go around changing random NPCs. Ummmm you can use any racemenu face and place it into any custom or a specifically altered NPC... Anything that changes the body is a different matter. http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim I'm talking about in game. basically copy/paste your look onto the npc. Using creation kit I don't even need racemenu. You can't apply changes directly to an NPC, the menu is not at all designed for this. Pretty much everything in the menu internally is hardcoded to the player. You can however use some of the CharGen function sets to overwrite external head loading of specific NPCs and it will overwrite their morph data with a saved preset, then the next time their 3d is loaded the head will be generated by FaceGen (their 3d is auto reloaded by the LoadCharacter function). There is now the External export mode which writes a new nif and tintmask for the NPC but this will physically overwrite the original FaceGen data if it's not BSA packed, it's more meant for Actors who you intend to be overwritten from the beginning. Familiar Faces essentially makes use of these functions, I often just use Familiar Faces to make my own temporary custom followers that I don't intend to distribute. Familiar Faces does have to do a few hacky things to get this process to work though, many of the vanilla game functions are unstable like SetRace (It's better to move an Actor to another cell during this process). The modified parameters are also a mix of permanent and non-permanent changes so it's most likely to break the original NPC if you ever want it back in your specific save. The main problem with the LoadCharacter function is you need to apply these changes every time you load game, or it's the first time the Actor's 3d has loaded since you started the game (subsequent loads are handled). Also if you want to manage appearance transfer for multiple NPCs it's going to create a preset slot as well as a ~15MB tintmask file every time you do it (More if you use External mode as it also saves the mesh).
Shisouka Posted October 18, 2014 Posted October 18, 2014 Actually http://www.nexusmods.com/skyrim/mods/36047/? claims you can ..
Expired6978 Posted October 18, 2014 Posted October 18, 2014 Actually http://www.nexusmods.com/skyrim/mods/36047/? claims you can .. This mod uses similar functions provided by SKSE, except much less of them, thus why no support for RM or ECE.
Monsto Brukes Posted October 18, 2014 Author Posted October 18, 2014 This would be the point of Familiar Faces For followers . . . but not to go around changing random NPCs. Ummmm you can use any racemenu face and place it into any custom or a specifically altered NPC... Anything that changes the body is a different matter. http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim I'm talking about in game. basically copy/paste your look onto the npc. Using creation kit I don't even need racemenu. You can't apply changes directly to an NPC, the menu is not at all designed for this. Pretty much everything in the menu internally is hardcoded to the player. You can however use some of the CharGen function sets to overwrite external head loading of specific NPCs and it will overwrite their morph data with a saved preset, then the next time their 3d is loaded the head will be generated by FaceGen (their 3d is auto reloaded by the LoadCharacter function). There is now the External export mode which writes a new nif and tintmask for the NPC but this will physically overwrite the original FaceGen data if it's not BSA packed, it's more meant for Actors who you intend to be overwritten from the beginning. Familiar Faces essentially makes use of these functions, I often just use Familiar Faces to make my own temporary custom followers that I don't intend to distribute. Familiar Faces does have to do a few hacky things to get this process to work though, many of the vanilla game functions are unstable like SetRace (It's better to move an Actor to another cell during this process). The modified parameters are also a mix of permanent and non-permanent changes so it's most likely to break the original NPC if you ever want it back in your specific save. The main problem with the LoadCharacter function is you need to apply these changes every time you load game, or it's the first time the Actor's 3d has loaded since you started the game (subsequent loads are handled). Also if you want to manage appearance transfer for multiple NPCs it's going to create a preset slot as well as a ~15MB tintmask file every time you do it (More if you use External mode as it also saves the mesh). Yes I'm aware that it's not possible with Racemenu as it is today . . . I guess the main question was whether or not it would be possible at all with some subset or modification of racemenu to point at say Jarl Balgruuf and 'give' him the pc's current look.
Expired6978 Posted October 18, 2014 Posted October 18, 2014 Yes I'm aware that it's not possible with Racemenu as it is today . . . I guess the main question was whether or not it would be possible at all with some subset or modification of racemenu to point at say Jarl Balgruuf and 'give' him the pc's current look. I think you misunderstood. This is what you CAN do using the existing function set from CharGen. I meant you cannot edit them in the RaceMenu directly.
Storms of Superior Posted October 18, 2014 Posted October 18, 2014 The mechanics of Race Menu would have to be entirely reworked to include NPCs.
Trykz Posted October 18, 2014 Posted October 18, 2014 Hit ~ in game and click on your character type: placeatme 00000014 1 00000014 is the console code for the player character. Not sure if currently equipped items would get cloned or if they'd be equipped with vanilla items or nothing at all. Been a while since I did it. I also believe this method suffers the gray face bug /shrug Trykz
Monsto Brukes Posted October 18, 2014 Author Posted October 18, 2014 Yes I'm aware that it's not possible with Racemenu as it is today . . . I guess the main question was whether or not it would be possible at all with some subset or modification of racemenu to point at say Jarl Balgruuf and 'give' him the pc's current look. I think you misunderstood. This is what you CAN do using the existing function set from CharGen. I meant you cannot edit them in the RaceMenu directly. The mechanics of Race Menu would have to be entirely reworked to include NPCs. As said in the original post, 2nd line, I know you can't edit an npc with racemenu... I'm not talking about that. I'm talking about editing the pc, like normal, then pick an npc, and force your current look onto the npc. At that point all you're doing is taking the morphs that have been done on the pc (with the same head mesh hair, tattoo overlays, all that) and pushing them, all at once, on a pc. So for example to set my char up as a fat orc with stretchmark tattoos, and force that onto Belethor. The question was for Expired as to how feasible something like that would be.
Expired6978 Posted October 19, 2014 Posted October 19, 2014 The question was for Expired as to how feasible something like that would be. Um, very? Since it's already possible. You just need to script it... Although I don't believe there's a sex change Papyrus function so that might be a problem if you try to apply cross gender. Process would be fairly straight forward... Race myRace = Game.GetPlayer().GetRace() CharGen.SaveCharacter("MyMod\\SomeString") ; Save the preset otherActor.MoveTo(someDummyCell) ; Move them to another cell for the Race change as this can be unstable otherActor.SetRace(myRace) ; Change race otherActor.MoveTo(previousLocation) ; Move them back CharGen.LoadCharacter(otherActor, myRace, "MyMod\\SomeString") ; Load the preset data
Monsto Brukes Posted October 19, 2014 Author Posted October 19, 2014 The question was for Expired as to how feasible something like that would be. Um, very? Since it's already possible. You just need to script it... Although I don't believe there's a sex change Papyrus function so that might be a problem if you try to apply cross gender. Process would be fairly straight forward... Race myRace = Game.GetPlayer().GetRace() CharGen.SaveCharacter("MyMod\\SomeString") ; Save the preset otherActor.MoveTo(someDummyCell) ; Move them to another cell for the Race change as this can be unstable otherActor.SetRace(myRace) ; Change race otherActor.MoveTo(previousLocation) ; Move them back CharGen.LoadCharacter(otherActor, myRace, "MyMod\\SomeString") ; Load the preset data Thanks.
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