ther1pper Posted August 12, 2016 Posted August 12, 2016 So i'm trying to create some followers using this video https://www.youtube.com/watch?v=3I1nvXOb3T4 And so far i have created 2 a month or 2 back, however this time i have to use Apaachi hairs for 2 of them and 2 of them are male, i have never created male followers before nor used appachi hair but when i did make them both of them won't show up in game and one of them won't show up as an .esp in the facegen texture folder, i don't think i used appachi hair's correctly either as i was using an elf hairstyle with a ponytail and when in the nifscope the ponytail doesn't show up. Neither characters show up in game either, can anyone tell me what i did wrong.
Swiftstep Posted August 12, 2016 Posted August 12, 2016 Guessing you are being to unprecise on your description. Here, take this one I created some time ago. It's not much, but maybe you can reconstruct it to understand where you missed something. I was using KS hairdos for him, so file-structure should be comparable to Apachi. Same file structure means the same actions necessary to recreate it.
ther1pper Posted August 14, 2016 Author Posted August 14, 2016 Guessing you are being to unprecise on your description. Here, take this one I created some time ago. It's not much, but maybe you can reconstruct it to understand where you missed something. I was using KS hairdos for him, so file-structure should be comparable to Apachi. Same file structure means the same actions necessary to recreate it. well i got it to work but now i have a lizard who's face doesn't want to show up leaving just eyes, hair, and a mouth.
Comrade Isbariya Posted August 14, 2016 Posted August 14, 2016 I can't make custom hair / eyes to show up either. They're there in CK, I create the necessary file (hitting strg+F4 with my follower selected) save, it's still okay in CK, but once in the game the NPC uses a standrd head. This is getting quite frustrating as I really don't know what I'm doing wrong.
Swiftstep Posted August 14, 2016 Posted August 14, 2016 well i got it to work but now i have a lizard who's face doesn't want to show up leaving just eyes, hair, and a mouth. That sounds like a problem with the meshes, not with the textures. Are you sure you got the files located where they are supposed to be, and made all the connections between them via the CK? Just guessing here, since I'm not good with the CK, just managed to fumble together that imperial from the file up above (whose eyes are always looking very weird, and I can't fix it). But it seems to be a file-related issue, therefore logic in nature. I guess.
ther1pper Posted August 14, 2016 Author Posted August 14, 2016 so....i found the head, its just far higher than it should be.
Swiftstep Posted August 14, 2016 Posted August 14, 2016 That looks like you misplaced the hair with the head. You know, when you open the head file, it is on X-axis point 0, and the hair is at height 1. This looks exactly vice versa. -> what does the head mesh look like? Same way with hair at 0 and head at 1, or normal? I'd say you possibly made mistake when merging them... from my noobish point of view, of course.
ther1pper Posted August 15, 2016 Author Posted August 15, 2016 That looks like you misplaced the hair with the head. You know, when you open the head file, it is on X-axis point 0, and the hair is at height 1. This looks exactly vice versa. -> what does the head mesh look like? Same way with hair at 0 and head at 1, or normal? I'd say you possibly made mistake when merging them... from my noobish point of view, of course. i'm still a noob myself so how would i go about changing this?
Swiftstep Posted August 15, 2016 Posted August 15, 2016 -> what does the head mesh look like? Same way with hair at 0 and head at 1, or normal? i'm still a noob myself so how would i go about changing this? What's the head mesh file look like, did you open it? In the file I posted above, the head mesh is here: Meshes\Actors\Character\FaceGenData\FaceGeom\Vorrek.esp\00000D62.NIF Does this file for your follower look normal, like mine? As described above, the head is on X-axis 0, the hair at x-axis 1, elevated above the head. If the file looks normal, then my idea turns out to be rubbish. Worst case scenario: start again from scratch, following every step of the ingame video by the letter, while hitting the spacebar every few seconds.. I remember how slow one seems to progress through it.
ther1pper Posted August 15, 2016 Author Posted August 15, 2016 -> what does the head mesh look like? Same way with hair at 0 and head at 1, or normal? i'm still a noob myself so how would i go about changing this? What's the head mesh file look like, did you open it? In the file I posted above, the head mesh is here: Meshes\Actors\Character\FaceGenData\FaceGeom\Vorrek.esp\00000D62.NIF Does this file for your follower look normal, like mine? As described above, the head is on X-axis 0, the hair at x-axis 1, elevated above the head. If the file looks normal, then my idea turns out to be rubbish. Worst case scenario: start again from scratch, following every step of the ingame video by the letter, while hitting the spacebar every few seconds.. I remember how slow one seems to progress through it. so i want to make sure we are looking at the same thing, i'm looking at translation for the head, both are the same numbers for the most part, as for the hair same as well. for some reason our nif files have the same number. 00000D62.NIF
Swiftstep Posted August 15, 2016 Posted August 15, 2016 What's the head mesh file look like, did you open it? In the file I posted above, the head mesh is here: Meshes\Actors\Character\FaceGenData\FaceGeom\Vorrek.esp\00000D62.NIF Does this file for your follower look normal, like mine? As described above, the head is on X-axis 0, the hair at x-axis 1, elevated above the head. If the file looks normal, then my idea turns out to be rubbish. Worst case scenario: start again from scratch, following every step of the ingame video by the letter, while hitting the spacebar every few seconds.. I remember how slow one seems to progress through it. so i want to make sure we are looking at the same thing, i'm looking at translation for the head, both are the same numbers for the most part, as for the hair same as well. for some reason our nif files have the same number. 00000D62.NIF Just compare my file with yours: your argonians head is divided in three parts, each on a different hight level. And on the 0 level there is only some part of the skull, the tongue and the teeth. That's what you see ingame, with the head floating above. Somehow, there must have happened a mixup between hair and head meshes. Since the guy shows the right hair type ingame (I guess), and in general, all looks (Textures) as intended, it's just a mesh-related problem. If I were you, I'd create all the mesh files from the start. -> export the head ingame -> do the CK work -> use nifmerge Just like it is shown in the video. Since all textures seem to apply correctly, it can only be a wrong named file or some sort of mixup between the files that causes the parts to be on a different position. But please keep in mind, this is me looking at the subject as if it was some kind of construction manual for a modell plane or something.
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