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exyll

RaceMenu-created chars .SPFs not importing morphs

36 posts in this topic

I make NPCs followers by first creating the character in-game, making an SPF of them, then I go into CK and create the char using that .spf- dont know if this is the most efficient way, but it works for me.


 


Now I'm trying to step it up and am tweaking their vanilla features with Race Menu, but when I go to import, none of the tweaks are there.


The basic hair and eye-related colors are there but the face is still a vanilla pre-set.


 


I've tried loading the dependent .esps (SGHair, eyes, etc) before the active .esp and after,


I've tried replacing the race menu .nif/.dds with the ones created by CK and reloading the file


I've tried re-exporting the textures... is there something Im missing or maybe there is an easier way to do this?


 


I have the face saved as a pre-set in RaceMenu, I see there is an ability to load the face via the console but the actual command isnt given.


 


Any ideas?


 


 


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Thanks, trying it now. Results in a few


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Nope, no go. Same as last time, the only thing the CK seems to pick up from the converted .nif is the makeup colors around the eyes


Im going to try the process on a brand new actor, but Im pretty sure I followed the instructions to the letter.


 


Tried it a few more times, I see the newly converted nif, but when I launch CK, still vanilla.


I have all my followers on one esp file, under different objects, is this causing a conflict?


 


Also, Im not using CharGen per se, Im using RaceMenu 2.7 with CharGen already added


 


Lastly RaceMenu works fine in my loadup 99% of the time but I notice when I get my binds released in Helgen <switch to the actual char for 1st time> I immediately CTD. After a one by one re-adding of mods, turns out RM is having the issue.


 


Go naked inside helgen, save/exit, re-enable RM, all is good.


Try to wear the tunic, CTD, so there is something funky with RaceMenu and that tunic and my mods, I think the culprit is RM.


As a workaround I tried enabling race menu after the bounds are free and exporting inside there, still the same issue.


 


Then I messed with nifmerge and associated unkowns on the source to their locations on the destination until I had no error message pre-merge, still no go.


 


Dont know if this matters but I even ran a boss check, no issues


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Hmmmmm are you checking an actor that you summoned via the placeatme command? That is, did you summon the actor with that command and then saved the game and continued playing? The placeatme makes a clone of the character you summon, and I swear that clone doesn't get updated properly at times. Might be smart to start a new game and check the NPC in the world.


 


Also what is the problem exactly? Do you have a grey face bug and the face isn't the mesh you are trying to import? Things need to be JUST right for it to work. The weight has to be the same. ALSO are you using MO and using it to launch the CK?


 


 


 


 


 


 


 


Tell you what, If you want, send me the mod and I can fix it for you. I would need the esp, know what race it is, I would also need the mesh and texture from Racemenu. (the.spf file couldn't hurt too) I can do the rest...


 


OK going to play HAWKIN, will be back in 30 to see if any update.


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No, Im really new at skyrim modding so my process is pretty long:


Start a new game, hit the Helgen dungeon, create an .npc file then export that face into my followers. I have them all stored on one .esp


I created one successful follower and have been replicating it since, just changing the race when appropriate.


After the follower is created I drop them in Riverwood and start anew. Really long and ineffective but it works for me lol.


 


The actual problem is that now I've discovered Race Menu and it's ability to make awesome looking faces, I cant go back to those ugly mugs in skyrim vanilla.


Giving uglies makeovers is something I actually have some experience in, and its making me really want this to work for all my future creations


 


Sorry I added some stuff into my other post rather than constant self bumping this


Also, its not a mod, just a simple esp that I've been building on, maybe thats not a good idea?


Should I be making a new .esp for each follower, that would suck since the template never change much (yet)


I'll probably get around to giving them some actual AI but right now their backpacks are all I need


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Lastly RaceMenu works fine in my loadup 99% of the time but I notice when I get my binds released in Helgen <switch to the actual char for 1st time> I immediately CTD. After a one by one re-adding of mods, turns out RM is having the issue.

 

Go naked inside helgen, save/exit, re-enable RM, all is good.

Try to wear the tunic, CTD, so there is something funky with RaceMenu and that tunic and my mods, I think the culprit is RM.

As a workaround I tried enabling race menu after the bounds are free and exporting inside there, still the same issue.

 

Well something is wrong... I suspect it has something to do with the skeleton you are using

 

First of all I suggest Live another life, http://www.nexusmods.com/skyrim/mods/9557/?

That will let you start games differently, SOOOOO much easier! You can choose the normal intro if you pick I am a prisoner! TOTAL time saver!

 

Make sure you have an appropriate skeleton mod used!  I would use XP32 extended, which is posted here at LL http://www.loverslab.com/topic/25971-xp32-maximum-skeleton-extended/

Even if you don't use mods that need that skeleton, you might in the future. Also I suspect your errors with racemenu has to do with an improper skeleton, and not racemenu itself.

 

Hopefully that stabilizes your game,,,

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When using the nif transfer tool, it really needs everything to be the same before this step.


 


1 - The weight of the NPC used, and the weight of the PC you exported data from HAS to have been the same.


2 - Also I recommend using the same hair! Some hair have two parts and can be messed up if you only import part of the hair.


 


 


Once again, if you get fed up, I can give it a try. I will document how I did what I do, so you could replicate it for your next NPC upgrade.


 


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Thanks for the advice, been doing so much reading and learning but sometimes ya hit a wall


Yep I have LAL just havent turned it on yet, but yea its sounding like the right move, and I have XP32 sometimes things want to overwrite, never sure if I should agree to just the mod, the folder, or all?


Im also about to try brand new game,with my preset but with default hair, maybe that will do it


 


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Nothing should ever overwrite XP32 skeleton!


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Nothing should ever overwrite XP32 skeleton!

Im wondering if I should reinstall it and let the xp32 files overwrite the rest, then select No to any confirmations on any other mods I find after...

Think one of my issues is that I looked for mods I wanted, then found mods I didnt even know existed then started adding them as well, ie - my mod install sequence is probably horrible atm, but the game doesnt crash so...I let sleeping dogs lie

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Step by Step tutorial:

http://www.loverslab.com/topic/10592-exporting-character-faces-and-creating-new-presets/

 

 

Important: Face should be created with the race, the race of the NPC equivalent.

 

Useful: When the skin color of the NPC already knows -from the ESP-, you should RaceMenu choose the skin color when face creating

Thanks for this, at least with this I can start fresh esp and not wonder if other data from within that .esp is the issue.

Did more research,  I think when I try this when I get home, do you think I should:

Start new game,

disable all mods except racemenu,

create vanilla char with default settings hair, eyes, skin color),

just mod the face

export?

 

Because currently I have a hair pack, an eye pack and a skin pack that all load up with the game as well, so the confusing part when Im trying to create this face (and fails) is wondering if these mods are affecting the export/import process because Im not loading them up in CK with the .esp?

I've been relying solely on the chargen export to provide the looks.

In hindsight, thats probably wrong because when I was creating hairs, I had to load up the hairpack, so it would make sense that all resources would have to be loaded back into CK to replicate the look I had in game

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Hmmmm think I misread something... Thought you were using the temptress race. LOL I noticed my problem, the person who used the temptress race is on the link clp20111 provided. OOPs

OK OK OK, using the temptress race is a problem. It is an esp, but it is listed as a prerequisite, so it needs to be a master(ESM).
 
I will make it an ESM file so it can be used as a master. You don't need the esp anymore, since you will be using this esm. ---> TemptressVixen.esm

 

 

Hmmmmm another question!

 

What hair mod are you using? That can cause issues too since the hair will not be assigned to the temptress race in the CK...

 

The way to get around that is to add TemptressRace to the correct formlist! That has to be done in your mod that you are making.

 

I can give you a formated esp that makes temptress race use the hair you assign it, but you would have to use that esp to build your NPC off of, or I can tell you formlist you can edit yourself in the CK! No matter what, I need to know what hair mod you are using to know what formlists they use.

 

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Because currently I have a hair pack, an eye pack and a skin pack that all load up with the game as well, so the confusing part when Im trying to create this face (and fails) is wondering if these mods are affecting the export/import process because Im not loading them up in CK with the .esp?

 

 

The NIFtransfer tool should fix the eyes. The skin should be the defualt, so you shouldn't have to worry about that either. The hair MIGHT be a problem because their might be a hair and a hairline attached. The base game only has the hair, so you might be missing part of the hair if that is the case and the niftransfer wouldn't have anything to swap. So make sure to select the hair you want the NPC to have. That way when you export the head data, it includes the proper hair and hairline IF it has one.

 

Well I will check on this later.

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...ok so I enabled LAL, started brand new game, only RaceMenu enabled, character all defaults, perform spf


Go out to  to NIF merge: all green, no issues- convert


Go back into CK and same shit. Dont get what the problem is


I can see the new TIF dropped into the folder after creation, but CK refuses to acknowledge any changes to the mesh.


I've started as clean as possible and followed the instructions to the letter.


 


I tried the preset tutorial but I cant see how that will allow me to customize the face features as I couldnt find a folder containing the .nif and .dds


F it, I'll just stick to ugly people I guess 


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OHHHHHHHH CK will never recognize the changes!


 


When you swap the NIF data, and have the dds file named in the correct place then Skyrim notices and uses the right face you imported. The CK will never notice the changes you make!


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Only thing you use CK for is to set up the NPC data, then export the face texture and head mesh data to be swaped out later by the racemenu data.


 


You make ALL the changes in racemenu and then export them! Swap the mesh data in the NIF with the NIF tool so the racemenu REPLACES the dummy NPC NIF, so Skyrim uses the racemenu version. Once again the CK will not see the changes but Skyrim will.


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Let me post a way to see it


 


Start a new game


Make the looks to import to the NPC


Hit x to export


make the .spf


Quit skyrim


Open CK


Duplicate a preset to the race and gender of the character (It doesn't HAVE to be a preset)


Open the new preset


Import the .spf


Fill in the details you want (Rename it, rename the Skyrim search name maybe)


I place it into the world to check it. I normaly drop the NPC off in breezehome...


Export the face data. CTL F4 from the actor tab on your highlighted NPC


Save the mod!


Close CK (You are done with the CK!)


Swap the racemenu face texture with the one that the CK made. So the Game reads the racemenu texture when looking at the one the CK made.


Use NifMerge, and swap the parts from the dummy NPC with the racemenu ones. Make sure you merge child nodes, and you are replaceing the dummy NIF.


Make sure the dummy NIF which now has the racemenu data in it is the the correct place.


Start Skyrim


Go to the location where you set the NPC you created (or summon it via PLAYER.PLACEATME command) and see if it has a grey face bug. If everything worked it should look like the racemenu version!


 


 


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I tried the preset tutorial but I cant see how that will allow me to customize the face features as I couldnt find a folder containing the .nif and .dds

F it, I'll just stick to ugly people I guess 

 

These folders, the mesh, and texture are created when you export the face data in the CK by selecting your actor with the mod you made and saved. Select the actor in the actors tab and hit CTL F4. A box should say export complete if it worked! Note: you have to have an active mod that is saved! Below has a mod named MyPlugin... You would name it something else.

 

Textures

Data\textures\actors\character\facegendata\facetint\MyPlugin.esp\

example file name 00000D62.DDS

 

Mesh

Data\meshes\actors\character\FaceGenData\FaceGeom\MyPlugin.esp\

example file name 00000D62.NIF

 

Like all modding, doing something the first time is HARD, but once you get you to it... its cake!

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Let me post a way to see it

 

Start a new game

Make the looks to import to the NPC

Hit x to export

make the .spf

Quit skyrim

Open CK

Duplicate a preset to the race and gender of the character (It doesn't HAVE to be a preset)

Open the new preset

Import the .spf

Fill in the details you want (Rename it, rename the Skyrim search name maybe)

I place it into the world to check it. I normaly drop the NPC off in breezehome...

Export the face data. CTL F4 from the actor tab on your highlighted NPC

Save the mod!

Close CK (You are done with the CK!)

Swap the racemenu face texture with the one that the CK made. So the Game reads the racemenu texture when looking at the one the CK made.

Use NifMerge, and swap the parts from the dummy NPC with the racemenu ones. Make sure you merge child nodes, and you are replaceing the dummy NIF.

Make sure the dummy NIF which now has the racemenu data in it is the the correct place.

Start Skyrim

Go to the location where you set the NPC you created (or summon it via PLAYER.PLACEATME command) and see if it has a grey face bug. If everything worked it should look like the racemenu version!

I've been converting/replacing the .nifs right after the new form has been created and the export is complete, then I go in game and cry...I think I see a step I've been missing tho...

like below, I've been exporting the data one more time just to be safe and I think thats shooting me in the foot

 

OHHHHHHHH CK will never recognize the changes!

The CK will never notice the changes you make!

Ha, this has been my litmus test this whole time, jeez

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omg...FINALLY!!  me and my OCD need to see that confirmation on Ctrl F4, that 2nd confirmation kept overwriting the merged .nif lol


Man thanks for the help!! Now my next project:


 


The face is now fine (with the vanilla export) but when I go and add in hairs and eyes, it reverts back (albeit, with the new hair).


But if try the merge with the add-on hairs/eyes the merge will fail right?


Is there some way to verify or have NifMerge recognize those hair and eye styles pre-merging?


Either way, those are minor details I can live with an can tackle tomorrow


much appreciated :)


 


 


Reading back on your earlier post, it might be possible for the merge to complete if I manually assign the head parts?


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I'm glad you kept trying!


 


From my understanding. If you have different Eyes, brows, and hair, it shouldn't matter. IF the hair in racemenu has a hairline file and the CK one doesn't, then you have nothing to swap the hairline too. So it's important to use the same hair in the CK as in racemenu.


 


The NifMerge tool will swap the pieces... Note I am not sure where the hair color comes from, racemenu or CK... Now there can be anomalies when importing features from other faces that are from different races and such. In one of my NPCs, I imported vampire teath over and they are slightly out of place...


 


If you have a grey face bug, but the face morph is correct but color wrong, that 80% of the time it is a wrong weight issue since the face is exported. If that happens make sure the weight is the same in the CK and racemenu when you export.


 


If you want to get my attention, quote some text and I will get a notification, and know to check this thread!


 


 


 


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XJ I took your advice about the hairs, even though NifMerge will say it detects errors, removing the hairline from the merge gives you the hair *and* the face. Im in heaven now, thanks again dude!


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I've followed the stuff on the previous page but I still get colours wrong. Her lip colour ends up on her forehead. I can remove the headband by changing the lip colour to match the skin.
But I can't get any lip or cheek colour. See pics.

Part 2: Assuming I can fix this, or settle for makeup free Aela, how would I go about replacing the real Aela in the game with this one.
If I don't change the default Aela & make her a new NPC then I don't get the Nif file in "MyPlugin" when I Ctrl + F4.

Please try not to get too technical, it is my first day in Creation Kit.

Edit: I'm not allowed to post links, so just imagine my NPC has a wide red oxide headband & no colour in her cheeks or lips.

Edit 2: Turns out I can't do this with the Creation Kit (It doesn't handle custom tints) I'd need NPC Editor apparently.

Edited by olnorton
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