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Trying to make a follower - face skin tone different from body


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Posted

That does not look like the grey-face bug, just in case you get replies to that effect.

 

This looks more like one of the (many) problems the CK has with non-Vanilla tintmasks (ie: makeup textures, etc.).

 

Some advised solutions which tend to date from early on in the CK's life may include recommending setting the "Interpolation Value" to 0. Do not do this, it will create other problems.

 

Before opening the CK, I *ALWAYS* either temporarily remove or rename the "tintmasks" folder, located at ...\Skyrim\Data\Textures\actors\character\character assets. This forces the CK to use the Vanilla tints and avoids the problem you are experiencing. Do this, open the CK, re-make your follower, CTRL+F4 to export the face, save. When you're done, return the "tintmasks" folder to the way you found it. Load up your game & see the results. In-game, your follower will display with whatever tints & textures you currently use. If you are going to release this as a mod, be sure to include the custom facegen .dds & .tga facegen textures in your archive otherwise users will get a grey-face in their games.

 

*If you are trying to use customised tints of some kind for either RaceMenu (or CharGen) or ECE - or some other race mod - there may be alternative, more recent, information specific to that. Check those mods' Descriptions.

 

 

Posted

That does not look like the grey-face bug, just in case you get replies to that effect.

 

This looks more like one of the (many) problems the CK has with non-Vanilla tintmasks (ie: makeup textures, etc.).

 

Some advised solutions which tend to date from early on in the CK's life may include recommending setting the "Interpolation Value" to 0. Do not do this, it will create other problems.

 

Before opening the CK, I *ALWAYS* either temporarily remove or rename the "tintmasks" folder, located at ...\Skyrim\Data\Textures\actors\character\character assets. This forces the CK to use the Vanilla tints and avoids the problem you are experiencing. Do this, open the CK, re-make your follower, CTRL+F4 to export the face, save. When you're done, return the "tintmasks" folder to the way you found it. Load up your game & see the results. In-game, your follower will display with whatever tints & textures you currently use. If you are going to release this as a mod, be sure to include the custom facegen .dds & .tga facegen textures in your archive otherwise users will get a grey-face in their games.

 

*If you are trying to use customised tints of some kind for either RaceMenu (or CharGen) or ECE - or some other race mod - there may be alternative, more recent, information specific to that. Check those mods' Descriptions.

Oh thank you, I never would have guessed that was what's causing the issue.

 

I use MO so I couldn't just simply rename the tintmasks folder, instead I looked for a mod that had files inside this folder and just disabled it whenever I turned on the CK. Time to remake the whole follower again.

 

Thanks again.

Posted

No worries at all! :)

 

*I'm not sure how MO works, but I would assume you still have a Skyrim\Data folder with meshes, textures, etc.? Might be worth checking. ;)

 

With MO in the right pane he can go to the "Data" tab, navigate to the folder you've pointed him to, and see exactly what mod is adding that to the virtual file system. 

 

At that point he can disable that mod, recheck the Data tab to see if there's another mod providing that file, and repeat until it's "Unmanaged"

Posted

 

No worries at all! :)

 

*I'm not sure how MO works, but I would assume you still have a Skyrim\Data folder with meshes, textures, etc.? Might be worth checking. ;)

 

With MO in the right pane he can go to the "Data" tab, navigate to the folder you've pointed him to, and see exactly what mod is adding that to the virtual file system. 

 

At that point he can disable that mod, recheck the Data tab to see if there's another mod providing that file, and repeat until it's "Unmanaged"

 

 

Oh god that would drive me crazy. Heh! Thanks for the clarification Anatriax! ^_^

 

Posted

It's actually a lot simpler than it sounds. lol. It takes a second to disable a mod in Mod Organizer. Single click, click a button to refresh the data tab, scroll down, look at what mod is granting the file.. yada yada

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