SeveN085 Posted May 12, 2018 Posted May 12, 2018 I don't know if im missing something... Im using replacer version of citrus, so in order to give it to other npc's like custom followers, I need to export their facegendata in CK. The problem is, those custom followers won't look the same after exporting their facegendata again. I thought it's a problem with my CK, that they look different in CK preview window and after exporting, but I found the answer here https://www.loverslab.com/topic/80223-bijin-npcs-hair-edit-project-maven/ On 23.06.2017 at 8:34 PM, RW311 said: Simple explanation is that ck is limited to npc edits the same as the vanilla game can edit your character, so if npc was created using tools like racemenu or ece ck cannot duplicate it nor load the custom head and face parts that don't exist in the race data. It does not load the character data from the existing face gen for the character it loads default parts as they exist in the mesh and texture files. So if I can't re-export facegendata, how am i supposed to give them citrus heads?
Pauduan Posted May 12, 2018 Posted May 12, 2018 By merging the racemenu export with the head file generated by CK. I use NIFmerge which complains often, but works most of the time. TBH I've never actually used Citrus heads, but I have used heads from non-vanilla races to merge with the CK exported files.
SeveN085 Posted May 12, 2018 Author Posted May 12, 2018 12 minutes ago, Pauduan said: By merging the racemenu export with the head file generated by CK. I use NIFmerge which complains often, but works most of the time. TBH I've never actually used Citrus heads, but I have used heads from non-vanilla races to merge with the CK exported files. Do you mean "export head" in the sculpt tab of racemenu? But I want to give citrus head to specific npc's, not my character. Unless it's possible export npc's head with racemenu now ?
Pauduan Posted May 12, 2018 Posted May 12, 2018 I am slightly confused. If you are trying to change specific NPCs, presumably you are first building them in Racemenu anyway, correct? Else how do you change their looks? Or are you trying to use a mods NPCs and simply change their heads> Even here you will have to import into Racemenu anyway else the mesh will not change. You first build NPC in-game and export the head using racemenu sculpt function. Assuming you have Citrus replacer mesh for the head, it will export including that mesh. Then you proceed to build your NPC outside the game using CK, and once done export the CK head. What I am unsure of (and you seem to have a solid result of this) is if the CK uses the default head. My assumption is that it does so. Then fire up NIFmerge and drag the two nif files into the two panes and press merge. You may need to manually match up headparts between the panes.
SeveN085 Posted May 12, 2018 Author Posted May 12, 2018 11 minutes ago, Pauduan said: I am slightly confused. If you are trying to change specific NPCs, presumably you are first building them in Racemenu anyway, correct? Else how do you change their looks? Or are you trying to use a mods NPCs and simply change their heads> Even here you will have to import into Racemenu anyway else the mesh will not change. You first build NPC in-game and export the head using racemenu sculpt function. Assuming you have Citrus replacer mesh for the head, it will export including that mesh. Then you proceed to build your NPC outside the game using CK, and once done export the CK head. What I am unsure of (and you seem to have a solid result of this) is if the CK uses the default head. My assumption is that it does so. Then fire up NIFmerge and drag the two nif files into the two panes and press merge. You may need to manually match up headparts between the panes. Im not talking about my custom npc's which I made, but a followers from nexus and other sites. If using replacer version of citrus, in order to apply to npc's, a new head mesh, fix their expressions and mouths not moving when talking, you need to export their FaceGen data. Problem is, for custom followers who are usually using non vanilla assets, CK will use vanilla assets, for their face textures, face tints etc. basically fking up your follower, so it's not possible to re-gen their facegendata with CK.
yatol Posted May 12, 2018 Posted May 12, 2018 3 hours ago, Pauduan said: I am slightly confused. If you are trying to change specific NPCs, presumably you are first building them in Racemenu anyway, correct? Else how do you change their looks? making npc one by one in racemenu? there's 2000 npcs the eyes problem it's some head morph available for some race, but the eye morph for that head morph not available for the race
Pauduan Posted May 13, 2018 Posted May 13, 2018 10 hours ago, SeveN085 said: Im not talking about my custom npc's which I made, but a followers from nexus and other sites. If using replacer version of citrus, in order to apply to npc's, a new head mesh, fix their expressions and mouths not moving when talking, you need to export their FaceGen data. Problem is, for custom followers who are usually using non vanilla assets, CK will use vanilla assets, for their face textures, face tints etc. basically fking up your follower, so it's not possible to re-gen their facegendata with CK. Well yes if that is the case then it becomes pretty challenging. All NPCs are static, whihc means they depend on facegen files. The PC OTOH, uses the current assets. For example if you switch to the Citrus replacer version mid-game (or use a different head nif) the PC will reflect the change while NPCs will not. making npc one by one in racemenu? there's 2000 npcs I'm sorry don't recall mentioning changing every single NPC.... Could you point out where I said so?
yatol Posted May 13, 2018 Posted May 13, 2018 45 minutes ago, Pauduan said: I'm sorry don't recall mentioning changing every single NPC.... Could you point out where I said so? 11 hours ago, Pauduan said: presumably you are first building them in Racemenu anyway, correct? Else how do you change their looks? you can't edit npcs without racemenu? 11 hours ago, SeveN085 said: Problem is, for custom followers who are usually using non vanilla assets, CK will use vanilla assets, for their face textures, face tints etc. basically fking up your follower, so it's not possible to re-gen their facegendata with CK. because you can't do it it can't be done? you just have to copy paste the edit in headpart femaleheadnord to whatever that npc is using or replace the head nif or that custom race npc (no need for a custom race to give custom headparts, textures or whatever)
RW311 Posted May 13, 2018 Posted May 13, 2018 Find the original facegen data, mesh and textures of the follower and copy them somewhere. They should be in folders with the name of the mod, and they are named with the same numbers as the npcs id. Load the custom npc in ck and export the facegen, it will look screwed up depeding on how many custom head parts are involved but don't worry about it. Load nifmerge and merge the backup of the original facegen with the new one, now it should have the citrus head and the racemenu sculpts and head parts but you will have to experiment a bit I think. Replace the ck facegen textures with the originals, this is normally how you go about merging racemenu facegen with ck head. The end result I can't predict because how different is that head mesh from what you are merging into it? This should work in theory anyway because ck will load the npc with the head from the default file location, vs racemenu which has to import the existing facegen head which in this case is what you are trying to update. If the head change to the citrus head is completely impossible someone will have to let me know because I rarely used nifmerge but I have done this to recreate custom npcs that had corrupted esp or used assets that weren't available anywhere.
Guest Posted October 13, 2018 Posted October 13, 2018 I have left a reply to your post on my page RW311
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