How to import Racemenu face onto NPC face?

Post » Fri Mar 25, 2016 6:02 am

Hi,



can someone explain how to import a face created with racemenu into a mod?


I have the npc file and the mesh and texture in the SKSE folder. What do I do now? Just copying the files into the facegendata folder doesn't seem to work. Ingame I have a vanilla face from the imported NPC file and the texture has the grey face bug.


Some time back I remember I had to select nose 32 but the newest racemenu seem to create just the mesh and texture in the SKSE folder.



Any help is greatly appreciated.

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Lou
 
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Post » Fri Mar 25, 2016 12:03 pm

This looks like you just put the files in the wrong place, or named them incorrectly. What I'd do is Ctrl+F4 in the CK to place the NPC files where they should be and then overwrite them with the ones from Export Head.
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Louise Dennis
 
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Post » Fri Mar 25, 2016 1:41 am

Well, I am still confused.



* CK


** ctrl+f4 exports a full head with all headparts? And this full head model is being used by the game?


** The texture that the ck exports is only for the head, right? The headparts are not included in the ctrl+f4 export as they are separate entities?



* RM


** The export of RM contains the full head with all headparts. Yet the model, the head not the headparts, links to the texture in the skse/chargen folder. So I need to edit that path.



So if another person using my new npc uses a different bodymod, the grey face bug can only be fixed if the person also exports via RM and overwrites the texture. He can't use the CK to export it.



So what I did was to create a new head with the new exported head from RM, change the texture path. That kinda worked yet the head was not visible. It was just floating hair, eyes and mouth...

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rheanna bruining
 
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Post » Fri Mar 25, 2016 12:16 pm

Ctrl+F4 exports head mesh with all morphs baked in, and head part meshes (hair etc.) Open one up with NifSkope and check. The nif blocks that specify texture detail refer to
the exported texture where applicable. The exported texture is mapped to the head (and gets combined with the base grey texture you see if it's missing) so it provides complexion, eyebrows, lip shade etc.
The background hue is also used to adjust the body texture, so that it matches the head. You have to use both together, because they're linked, but

RM does the same, but writes to a different location. It may not use texture paths that will work in-game, as it was intended for use inside RM.

The actor form contains a number of things that are added to the mesh/texture, such as the hair colour. The hair in the mesh has a default colour, which is replaced/modified by the one in the actor form, and other parts also work the same.
These include a number of additional colour adjustments that don't get baked into the export, so they can be swapped out if the character becomes a vampire, for example. My http://www.nexusmods.com/skyrim/mods/53344 mod changes some of the colour combo during the game, as SetRace doesn't do it all.


All the body replacers use the same base shade for the texture, so the addition of the tints will match the head mesh. The texture layouts are adjusted to match the changed meshes, but they're all the same colour. Nobody needs to use the CK to set the tint, only the author.
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lauraa
 
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