Earen Posted December 12, 2014 Posted December 12, 2014 Oh, you spoke to the man himself? Didn't see vert mention something like this anywhere. I assume he's still working on the next version which include the fix? Nope, just watching his repo on github. You can apply this fix I pulled out of his repo for myself, just don't forget to delete it when new FF will come out
Redflyingmonkey Posted December 12, 2014 Posted December 12, 2014 What should I do to make the "Bodychange" mod more compatible with RM ? Somehow, when I load a save where I was using a different body using this mod, my character's face is all messed up, sharp edges everywhere. It goes back to normal once I roll back the body to "Original", which means the body in the normal meshes/character folder, but if I change bodies again, the sculpt data seems to disappear and I gotta spend some time sculpting everything to normal again. I've tried extracting the Citrus BSA and placing the head mesh into my Bodychange custom body folder, but no luck. Don't know if it's a little conflict with the Citrus Head standalone ESP. or with RM itself.
Budroi Posted December 12, 2014 Posted December 12, 2014 sorry if this is a waste of a post but i see link for this is (https://drive.google.com/a/gmatc.matc.edu/file/d/0BxcCUXFKD04_Q0RDTlZCUzBMN0k/view?pli=1) -My college uses that as its email (school email is [my name]@gmatc.matc.edu) does this mean we go to the same college? if so... small world lol or does it show up like that for some other reason?
KumamonTheWorshiper Posted December 13, 2014 Posted December 13, 2014 Nope, just watching his repo on github. You can apply this fix I pulled out of his repo for myself, just don't forget to delete it when new FF will come out Hoolleeee shiiiiieeeet It worked like a charm! Thanks for telling me this man. Didn't know he had the fix posted outside of Nexus.
Budroi Posted December 13, 2014 Posted December 13, 2014 For some reason saving presets doesn't work for me. Using "Z" i can export the head but when i click "F5" (i think) to save preset it enters the menu where i can save it. I can even use the box at the bottom to name it but on the bottom it says "E"-accept\enter (forget which at moment) and "TAB"-cancel. Only cancel does anything. "E" does nothing. also tried "ENTER", both main one and the one on the numpad and no luck. *seen some previous posts about issues with preset saving and FF.* *I am not using any facial mods aside from pretty lips, but that is only lip tint mask textures it doesn't contain anything else*
Expired6978 Posted December 13, 2014 Author Posted December 13, 2014 For some reason saving presets doesn't work for me. Using "Z" i can export the head but when i click "F5" (i think) to save preset it enters the menu where i can save it. I can even use the box at the bottom to name it but on the bottom it says "E"-accept\enter (forget which at moment) and "TAB"-cancel. Only cancel does anything. "E" does nothing. also tried "ENTER", both main one and the one on the numpad and no luck. *seen some previous posts about issues with preset saving and FF.* *I am not using any facial mods aside from pretty lips, but that is only lip tint mask textures it doesn't contain anything else* You may need to click off of the text box first, or hit tab or enter once, then press E. When it's stuck in TextInput mode E just types E. You have to lose focus of the textbox first before it will disable input mode. There is also currently a bug if that directory is completely empty it won't save anything because you need to have something selected in the list, but if there's nothing in the list you obviously cannot have anything selected. I've fixed this for the next beta however. There won't be another beta for a bit until I can get the import window working which is making some progress in terms of design and controls: http://i.imgur.com/13broiK.png
Budroi Posted December 13, 2014 Posted December 13, 2014 For some reason saving presets doesn't work for me. Using "Z" i can export the head but when i click "F5" (i think) to save preset it enters the menu where i can save it. I can even use the box at the bottom to name it but on the bottom it says "E"-accept\enter (forget which at moment) and "TAB"-cancel. Only cancel does anything. "E" does nothing. also tried "ENTER", both main one and the one on the numpad and no luck. *seen some previous posts about issues with preset saving and FF.* *I am not using any facial mods aside from pretty lips, but that is only lip tint mask textures it doesn't contain anything else* You may need to click off of the text box first, or hit tab or enter once, then press E. When it's stuck in TextInput mode E just types E. You have to lose focus of the textbox first before it will disable input mode. Yea I tried that and no luck. There is also currently a bug if that directory is completely empty it won't save anything because you need to have something selected in the list, but if there's nothing in the list you obviously cannot have anything selected. I've fixed this for the next beta however. There won't be another beta for a bit until I can get the import window working which is making some progress in terms of design and controls: http://i.imgur.com/13broiK.png That is my issue right there, thank you. If I am understanding correctly could I just download a random preset from someone and toss it into the proper folder to get it working then?
TomoyaOkazaki Posted December 13, 2014 Posted December 13, 2014 Looks like Black Desert character creation Good luck with this!!!!!!!
EscalatorBoy Posted December 14, 2014 Posted December 14, 2014 Oh, you spoke to the man himself? Didn't see vert mention something like this anywhere. I assume he's still working on the next version which include the fix? Nope, just watching his repo on github. You can apply this fix I pulled out of his repo for myself, just don't forget to delete it when new FF will come out Dang, still isn't working for me after applying the fix. Still getting the default face saved to the alcove Must be some conflict with another mod -- the previous version of Racemenu works fine with FF. Maybe something with the skeleton?
Earen Posted December 14, 2014 Posted December 14, 2014 Oh, you spoke to the man himself? Didn't see vert mention something like this anywhere. I assume he's still working on the next version which include the fix? Nope, just watching his repo on github. You can apply this fix I pulled out of his repo for myself, just don't forget to delete it when new FF will come out Dang, still isn't working for me after applying the fix. Still getting the default face saved to the alcove Must be some conflict with another mod -- the previous version of Racemenu works fine with FF. Maybe something with the skeleton? Have you moved the file into proper place? Into the Data/source/ folder
Guest Posted December 14, 2014 Posted December 14, 2014 tested it and holy shit this is awesome, how the hell did we get here from the "choose one of 5 noses and maybe increase the thickness of the cheekbones" to this?only strange thing is that familiar faces tells me i'M missing a critical mod so i guess they are just not compatible yet.Doesn't matter really since this is just too awesome not to use!
fizzybutt Posted December 14, 2014 Posted December 14, 2014 Already posted this in counterparts, but thought I'd say: Damn I love the sculpt tool
Aria Posted December 14, 2014 Posted December 14, 2014 Been playing with the sculptor for a while, man i love it, though one thing im not sure how to use, is the smooth option. It wrecks my face whenever i use it since its so strong and it doesnt have the option to increase or decrease strength, is it going to be added later? Or maybe im just using it the wrong way?
Budroi Posted December 14, 2014 Posted December 14, 2014 Been playing with the sculptor for a while, man i love it, though one thing im not sure how to use, is the smooth option. It wrecks my face whenever i use it since its so strong and it doesnt have the option to increase or decrease strength, is it going to be added later? Or maybe im just using it the wrong way? don't quote me but wouldn't radius affect the half size of it. A circle with a radius of on inch is larger than a circle with a radius of .25 inches.
Rabblerouser Posted December 14, 2014 Posted December 14, 2014 Tempted to install this but afraid of what might happen if I reverted back to the stable. Not to mention I use Familiar Faces as well. All I can say is I can't wait until this beta reaches stable. Hopefully Familiar Faces can update quickly after this updates so I can get to remaking my mage as soon as possible.
Aria Posted December 14, 2014 Posted December 14, 2014 @Budroi Yeah i played with the radius but while the area was smaller its strength was still the same. Well you can do great things just by using the move tool but some places did needed smooth, well maybe in the near future there will be an option for it
EscalatorBoy Posted December 14, 2014 Posted December 14, 2014 Tempted to install this but afraid of what might happen if I reverted back to the stable. Not to mention I use Familiar Faces as well. All I can say is I can't wait until this beta reaches stable. Hopefully Familiar Faces can update quickly after this updates so I can get to remaking my mage as soon as possible. Familiar faces hasn't worked well for me, but I've been able to revert back without issues - at this point, I'll wait for a full release of both RM 3 & FF, but I'm very impressed with the new tools here - props to Expired. Dude's a credit to the modding community.
Expired6978 Posted December 14, 2014 Author Posted December 14, 2014 @Budroi Yeah i played with the radius but while the area was smaller its strength was still the same. Well you can do great things just by using the move tool but some places did needed smooth, well maybe in the near future there will be an option for it What smoothing does is it moves the vertex by the difference in the average position of adjacent vertices. The strength is usually a multiplier of the difference value, for smoothing in particular anything beyond 1.0 is nonsense and would likely result in some weird facial expansion. Brush properties now have their own independent limits and smoothing now has a strength value. i.e. smoothing now has a strength value from 0.01 to 1.0, it defaults to 0.05. All other brushes remain unchanged.
Aria Posted December 14, 2014 Posted December 14, 2014 @Expired6978 Thank you for the explanation, gonna have to play more with it then. And big thanks for this awesome mod.
Rabblerouser Posted December 15, 2014 Posted December 15, 2014 Dear God, the sculpt feature. Has some hiccups here and there and I have no idea what masks are.. but DEAR GOD. ... what ARE masks? So far as the hiccups, though, only one I can very specifically point out that seems like a racemenu issue and not just me learning the interface.. It seems like sometimes with very, very tiny edits, such edits aren't mirrored when I want them to be. I like to make very.. VERY small edits to fine-tune the curves of the face, but these small edits seemed to not get mirrored, so when I previewed it, half of my character's chin seemed.. weird. Given what you said about mirror mode, I assume you mean an mirrored mode won't mirror an entire side of a mesh because a mesh might start out asymmetrical, right? The mirrored only means your brush's effect will be applied evenly to both sides? If so, the issue I'm coming across shouldn't be an issue as any brush effect should be mirrored on the other side, right?
Expired6978 Posted December 15, 2014 Author Posted December 15, 2014 ... what ARE masks? Brushes have no effect on hit vertices that are masked Given what you said about mirror mode, I assume you mean an mirrored mode won't mirror an entire side of a mesh because a mesh might start out asymmetrical, right? The mirrored only means your brush's effect will be applied evenly to both sides? If so, the issue I'm coming across shouldn't be an issue as any brush effect should be mirrored on the other side, right? The mesh isn't perfectly symmetrical. The brush itself is mirrored, not the area that you hit with the brush. So when the brush collides on one side it might not collide at the same distance from the camera (since there might be something else there to hit). If you are doing very small, single vertex edits this can definitely be a problem since your brush radius could be too small to reach the vertex that is supposed to be in a symmetrical location. I can't do anything about this really, I need it to work in the same manner for all meshes, since the face is not the only thing you can edit. I tried positional mirroring and due to the symmetry problems it was even worse than how it is now, the spherical deviation from the expected mirror position was far too high and was often hitting the complete wrong vertices.
Budroi Posted December 15, 2014 Posted December 15, 2014 This might be a stupid question but i know with vanilla skyrim using "showracemenu" on any character over level 1 can cause issues with racial perks and stuff. Is that still an issue using RM? I want to go in and tweak some overlays but I am afraid it might mess something up seeing as how I'm level 15.
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