Ezarr Posted February 2, 2017 Posted February 2, 2017 Hi there guys, you see this is my first time making a standalone follower with CITRUS HEAD HD. The face came out alright but i noticed that it doesn't have any animations, instead I've seen some weird glitches on the face every time my standalone follower talks or i try to change it's expression using spells. I suspect CITRUS HEAD HD might be the culprit cause i've done other standalone follower using skyrim default head mesh and everything was working fine. I'll really appreciate some help on this matter cause right now i'm stuck on what to do and i wish to share my creations with the community. By the way i'm using the standalone version of CITRUS HEAD. Also, please be as detailed as you can in your replies since i'm not that knowledgeable on modding. Thank you for your time.
27X Posted February 2, 2017 Posted February 2, 2017 You need to use the included tri files with the head at all times, and you should be using the replacer version during the sculpt, not the standalone.
Ezarr Posted February 2, 2017 Author Posted February 2, 2017 Thanks man, i went to nexus to download the Replacer version of CITRUS Head and found out that they have already covered the issue i'm having, looks like is all about the tri files path in the CK. If someone is struggling with the same issue i'll leave you the link where this is being discussed http://www.nexusmods.com/skyrim/mods/58989/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D58989%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2187404&pUp=1 Is on page 1 at the moment.
Ezarr Posted February 3, 2017 Author Posted February 3, 2017 Well i tried the solution i found on nexus about redirecting the tri files path to the location they specified but it didn't work. I got the same result all over again, the face is good but no animations. I'll be damned with this, i just can't figure it out. At this point i just want to know if CITRUS Head mesh is any good for making full animated npc heads. Has someone been able to make then full animated? (using CITRUS Head on a custom follower that is).
Akzyra Posted February 3, 2017 Posted February 3, 2017 As you want to make your follower standalone, you have set up your own folders like many do? And created your own headparts? It needs to be completely standalone for the head part. post some screens of your setup
yatol Posted February 3, 2017 Posted February 3, 2017 You need to use the included tri files with the head at all times, and you should be using the replacer version during the sculpt, not the standalone. that will break most npc replacer he use.... load tesedit with citrus and follower esp add citrus as master to it (or copy paste as new record headpart whatever the head mesh in head nif is called) go to the npc give it that headpart that follower will now load that headpart tri files without messing with other npcs
27X Posted February 3, 2017 Posted February 3, 2017 You need to use the included tri files with the head at all times, and you should be using the replacer version during the sculpt, not the standalone. that will break most npc replacer he use.... load tesedit with citrus and follower esp add citrus as master to it (or copy paste as new record headpart whatever the head mesh in head nif is called) go to the npc give it that headpart that follower will now load that headpart tri files without messing with other npcs Nope. Wrong. False. Blabba left rather concise instructions and they have nothing to with changing or creating dependencies, CK is used exclusively for topology regeneration and that's it. RM and Citrus is where everything is done. All made in CK except her face with was made and exported through Racemenu sculpt mode. Custom path for the follower is all you need so there is no overlap with vanilla assets.
yatol Posted February 3, 2017 Posted February 3, 2017 You need to use the included tri files with the head at all times, and you should be using the replacer version during the sculpt, not the standalone. that will break most npc replacer he use.... load tesedit with citrus and follower esp add citrus as master to it (or copy paste as new record headpart whatever the head mesh in head nif is called) go to the npc give it that headpart that follower will now load that headpart tri files without messing with other npcs Nope. Wrong. False. and what is nope, wrong, false? think i know a little about failing when messing with npcs
Ezarr Posted February 5, 2017 Author Posted February 5, 2017 You need to use the included tri files with the head at all times, and you should be using the replacer version during the sculpt, not the standalone. that will break most npc replacer he use.... load tesedit with citrus and follower esp add citrus as master to it (or copy paste as new record headpart whatever the head mesh in head nif is called) go to the npc give it that headpart that follower will now load that headpart tri files without messing with other npcs Nope. Wrong. False. Blabba left rather concise instructions and they have nothing to with changing or creating dependencies, CK is used exclusively for topology regeneration and that's it. RM and Citrus is where everything is done. All made in CK except her face with was made and exported through Racemenu sculpt mode. Custom path for the follower is all you need so there is no overlap with vanilla assets. MAN THANK YOU!! It looks like i was using some broken nif or tri files i don't know exactly what it was but i just took those files from one of the followers you linked and placed them in my follower's folder, after that i went in-game to check and there it was that son of a gun... blinking, talking and making expressions... my struggle is finally over so the path i setup on CK was good, it was just the files giving me a hard time. Thank you again and thanks to all of you guys for sharing some of your time to help me.
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