Skyrim
Tintmask problem in CK standalone follower WIP

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mayatola

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8 comments

  1. zzjay
    zzjay
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    Tinmasks must be 256x256 to work with ck:resize them,and save them with this format:no mipmaps,no compression,and use this format: rgb8

    if yo use npc editor you can't have a standalone companion,bcos it will revert back to default faceskin.
  2. mayatola
    mayatola
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    Yes, definitely paid attention to that (well, every detail you mentioned). Thank you
  3. Jeir
    Jeir
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    @mayatola:
    Just remember to use the CK for the meshes, and the NPC Editor for the textures. X3 Pretty much ever char I made just using the NPC Editor ended up with really weird faces...
  4. mayatola
    mayatola
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    Oh my goodness, this worked wonders! I've never used the NPC editor before, but definitely will now thanks to you! If I could give you infinite kudos I would, but one will have to do

    THANK YOU!
  5. Jeir
    Jeir
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    @mayatola:
    I saw 'tint' and 'CK' in the title, came to check it was indeed what I thought you were talking about, then went back to the CBBE mod to copy the post I made to help out someone else.
    It works for me and the one I posted it for, so...=) good luck with making characters.
  6. mayatola
    mayatola
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    Wow, that was fast. Thank you so much. Going to try this right now.
  7. Jeir
    Jeir
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    I'm just going to copy/paste what I've told another user. =)

    That's an issue with the CK. It doesn't export the face tint files correctly, so you'll need to use the NPC editor. Be warned that the NPC Editor is bad at exporting meshes. This is how I do it:
    1. Make NPC in CK. Save, reload, and export the face data by hitting CTRL+F4. The exported face data will create the head mesh and bad head textures in the correct directory.
    2. Open up .esp in NPC Editor. Check the makeup looks alright on the rather scary 'model', and correct it if it doesn't.
    3. Make sure that the 'Save to BSA' box is unchecked, and click on Create Mod. Make sure the name of this .esp doesn't match your actual mod's name. If your NPC mod is called 'Fluffy.esp', call this new one something different...like 'NotFluffy.esp'. This will ensure the 'Fluffy.esp' and the head mesh aren't overwritten.
    4. Delete the .esp you just made. 'NotFluffy.esp' isn't needed. =D
    5. Go into data/meshes/actors/character/facegendata/facegeom/ and find the folder that's named the same as the .esp you made in NPC Editor. Delete it.
    6. Go into data/textures/actors/character/facegendata/facetint/ and find the NPC Editor folder there. Go into it, and select and copy the .dds file. Go back one step (to the facetint folder) and find the folder named after your actual mod. Go into it and paste, allowing the file to overwrite.
    7. Delete the NPC Editor folder in the textures. You don't need it any more.
  8. mayatola
    mayatola
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    I should mention that the elf in the green armor is Tauriel Companion Standalone already available on the Nexus by m0ckin9bird. And hopefully people recognize Vixen from the Temptress Races mod. Obviously those aren't mine and you can all get them now, but the others I do have working fine, just trying to get permission to use assets.

    Oh, and the current picture is how she looks in game now. The one on the left wearing the necklace is my PC. The one on the right is the follower, but her lips aren't right as per the description. So this is how she looks with the tintmask in my folder. Without it, well, it's bad, so I don't want to show that.