Fallout 4
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  1. ousnius
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    Locked
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    Don't hesitate to ask questions here!
  2. venajiro
    venajiro
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    really praying for op to respond as i think ive been banging my head on the table over this for a few hours:
    diffuse works just fine, shows up in game, but when i add the normal the scar wont show up at all. when i take the normal map back out, the diffuse shows up again. narrowed this down to a compression issue for my normals, and i tried BC5 on compressonator, and info wise it looks the exact same as any vanilla normal for facedetails: reads as 3dc when i look at the properties in my image viewer. still doesnt work, though. i even copied my textures over to another tint mod and they didnt show up, so that must be the issue here.
    normals were created via photoshop from my handpainted diffuse.
    json below just in case thats the issue. Im really hoping ive just made a really stupid and easy to fix mistake. would really appreciate the help

    categories.json
    [
       {
          "Entries" : [
             {
                "Gender" : 1,
                "Id" : 168,
                "Name" : "Ziva",
                "Type" : "Category"
             }
          ],
          "Race" : "HumanRace"
       }
    ]

    templates.json
    [
       {
          "Entries" : [
             {
                "BlendOp" : "SoftLight",
                "FixedCategory" : "Ziva",
                "Diffuse" : "Ziva\\FaceTints\\ZivaFace1_d.dds",
                "Flags" : [ "ChargenDetail", "TakesSkinTone" ],
                "Gender" : 1,
                "Id" : 47737,
                "Name" : "Scar - Claws",
                "Normal" : "Ziva\\FaceTints\\ZivaFace1_n.dds",
                "Slot" : "Scar",
                "Specular" : null,
                "Type" : "TextureSet"
             }
          ],
          "Race" : "HumanRace"
       }
    ]

    1. VIitS
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      Can't really give much feedback on if you used the right compression, not messed with that much, but for the various "tint" types, different types require different textures. If the issue is the format of your textures, the below obviously won't help. 

      Looking at either the CK (seeing what it expects you to provide for a given selection), or other similar tints in xEdit, should give you an idea of what you need to do in order to get it to work. 

      Looking at the Vanilla scar options, they all have three textures: diffuse, normal, and specular. It might be able to get by with just the diffuse, but only work when there are normals if there is also a specular defined. 


      At least until you get a good feel for the requirements, it might be best to make your new option in the CK, verify it works in game, then use the export feature to produce the tint injection .json file. To do that export, look in the f4ee.ini file for Looksmenu at this section: 

      ; Exports all tints of the specified race to Data\\F4SE\\Plugins\\F4EE\\Exported\\Tints
      bExportRace=0 ; Default[0]
      strExportRace=HumanRace
      uExportIdMin=1959
      uExportIdMax=5000

      You would want to change the Min and Max so your tint ID is inside that range, and I think you change the first line (bExportRace=0) from 0 to1? Been years since I had to sue this so can't remember for sure.
  3. joobifer
    joobifer
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    [deleted ignore this]
  4. EnderShadowborne
    EnderShadowborne
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    I use Mod Organizer 2, what should I do to get this to work? If it does what I'd like it to do...
  5. zed140
    zed140
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    Thank Ousnius

    My avis

    If you know how to mod npc/race, it become more simple to use just the looksmenu api.

    You start as human - Select the preset - select the tint face - select the skin. Done.

    At this point your esp do not need to contain a race or npc tables. Just contain the head parts you reference in the npc preset.

    Finally you distribute an esp with just the head parts (.nif files), the head and skin textures (how many you want), the looksmenu files for the preset, for the face tints and for the skins. From here, you do not have to fight with race problem anymore.

    Over the facility given by this approach, you also get access to all human hairs directly, to all skins color. In a lower range to the makup that can apply whiteout to many problem.

    The cons because we have few

    You have to resize your textures to vanilla but we gain performance if they originally are in 4k
    The vanilla brows cannot be unselected, you have to use a solution to set them invisibles
     (the lookmenu compendium have option to remove brows; but that can require a patch if conflict with other mod like tactical tablet or discrete female skeleton)
    You cannot use your preset to spawn settlers, but you have tons of solutions to turn around that
    The textures apply as overlay like, they are blended with the vanilla texture (performance cost?)

    The pros
    The facility
    You can see immediatly your change without using console, remember race name, ect...
    You do not have to destroy the races you created, just add the lookmenu files and change progressively

    Currently
    That all, I think I will use this system now.

    Sample vid
    Spoiler:  
    Show


  6. ZjemTwojegoKota
    ZjemTwojegoKota
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    I can't get this to wrok :( I get CTDs. I have some questions:

    1. Do I need to have categories.json if I am going to use vanilla categories?
    2. Is this interface folder required which is available in sample mod?
    3. In the example I saw path to the textures starts with actor folder, shouldn't this start with textures folder?
    4. Is there any log where I could check why is this crashing?

    I made templates like below, bt I have no idea what is causing the CTDs

    [
       {
          "Entries" : [
             {
                "Name" : "Lipstick Upper",
    "Type" : "Mask",
                "Category" : 1,
                "Slot" : "FaceDetail",
                "Gender" : 1,
                "Id" : 24012,
    "Flags" : [ "ChargenDetail" ],
    "BlendOp" : "Overlay",
                "Texture" : "actors\\character\\character assets\\TintMasks\\LipColor_Upper_Lip.dds"
             },
             {
    "Name" : "Lipstick Lower",
                "Type" : "Mask",
                "Category" : 1,
    "Slot" : "FaceDetail",
                "Gender" : 1,
    "Id" : 24013,
    "Flags" : [ "ChargenDetail" ],
    "BlendOp" : "Overlay",
                "Texture" : "actors\\character\\character assets\\TintMasks\\LipColor_Lower_Lip.dds"
             }
          ],
          "Race" : "HumanRace"
       }
    ]

    Update #1:
    I changed Slot from "LipColor" to "FaceDetail" and game finaly loads the save. But when I enter looks menu I get CTD.
    1. robotized
      robotized
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      Check the female tint layers in HumanRace. Use CK and FO4Edit to help yourself with the settings. If you can't find a setting with one program, try the other. I see for lipstick they used Slot: Paint. Lipstick has different colors, so maybe the Type has to be Palette. You'll have to remove BlendOp, because it's not available for Palette. And add Colors. The FormIDs and Alpha of the colors you can get from the Lipstick tints in HumanRace, and perhaps the Id of the color too.

      Edit: The numeric id of the color can be obtained with FO4Edit, it is called Template Index.
    2. ZjemTwojegoKota
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      Thank you. I finally got it working. There is one more thing which I also experiened with adding similar features directly via CK. Meaning, once you load Preset, these top and bottom lipstic masks are always on... I don't know if that is problem with Loooks Menu or there is yet something else to be done to prevent such behaviour.
  7. radbeetle
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    Noticing that category 1 is brows for male but not female.... what category is brows for female characters?
  8. Indarello
    Indarello
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    Is it possible to apply tint with script?
    Can you add support for this?
    1. louisthird
      louisthird
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      Exactly what I am looking for as well.  A LooksMenu API similar to Overlays something like:
      Scriptname Tints
      Function Add(Actor akActor, bool isFemale, int uid)
      bool Function Remove(Actor akActor, bool isFemale, int uid)
      bool Function RemoveAll(Actor akActor, bool isFemale)
      int[] Function GetAll(Actor akActor, bool isFemale)
      Function Update(Actor akActor)
      Function ClearAll()
  9. haljit00
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    If you're using player race mod such as RaceCustomizer or Unique Player, I remind you there is 'race' designation in Tint API files. I was really embarrassed when NO single tint mod worked, but managed to notice RaceCustomizer is on. Thatis, if player character uses custom race other than default 'HumanRace', of course nothing shows up in looksmenu unless edit something.

    So my question is: how to designate multiple race at once? I think "Race" : "HumanRace", "PlayerRace" is not working...
    1. VIitS
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      You could try make two lists of entries in the categories.json, both with the same numbers, and see if the tints get added to both (since you don't specify the race for the tints, just the categories). I haven't messed with multiple races, but that might work.
  10. SQr17
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    Can anyone confirm whether the sample file still works with the latest version of Looksmenu? I cannot get the custom categories to show up in-game at all.

    Changing the 'id's in categories.json causes CTD. And yes, I have resized the textures to the correct sizes & formats.

    I have also tried deleting categories.json and setting the tints to use the vanilla categories within the template.json, but unfortunately, I still cannot get anything to show up in the menus... EDIT: After hours of fiddling, I did manage to get a tint into a vanilla category.

    Would be wonderful if I can get some info. on this.
    1. apart
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      Last time I tried this, ~3 months ago, it didn't work for me as well. I was trying to use it for Kala's Tattoo Shop, but in the end had to resort to making a patch for LMCC.
    2. VIitS
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      One thing to note: the sample category .json just has 0 for the category ID. This will not work, and WILL cause CtDs. The description has been updated to make it clear that you want to use a unique ID rather than leave it as 0, but the Sample was never updated.

      If you scroll down for one of my old posts you'll see an explanation of why LMCC doesn't just work if you use Looksmenu to auto-generate the files. All you should have to do is change the category IDs.

      The post was 10 November 2019, link
    3. apart
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      Just an update reply, it still works. Changing the category like VlitS pointed out worked.
    4. BlLLthecat
      BlLLthecat
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      I can't seem to get this to work! I am no modder, much less an advanced modder, but I wanted to get Viper's Warpaint to play nicely with Character Customization - Non-Replacer Facepaints and Tattoos for my own game. Whichever is loaded last gets added into looksmenu. They both are well integrated with LMCC, but not with each other. Not even sure what to ask, because all I get is CTDs when I try to load my Viper replacement esp..

      Just wanted to thank ousnius for this wonderful resource! And I hope to get it working someday.

      Also thank you robotized for your work! Love the ghoul skin! Will post over there lol.

      And lastly, VIitS!! Thanks so much for your mod! Do you by any chance have a tint api version of yours so I can get on with playing my game? :-)

    5. VIitS
      VIitS
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      Sure, I played around with it as soon as the update was released, didn't realize I never actually released that update. Just have to find where I put that and make sure it works still still.
    6. BlLLthecat
      BlLLthecat
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      Hope it's still around lol. Thank you!
  11. robotized
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    {
    "FixedCategory" : "SkinTints",
    "Colors" : [
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F2D",
    "Id" : 8354,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F2F",
    "Id" : 8355,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F30",
    "Id" : 8356,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F33",
    "Id" : 8357,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F34",
    "Id" : 8358,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F35",
    "Id" : 8359,
    "BlendOp" : "Default"
    },
    {
    "Alpha" : 0,
    "Form" : "Fallout4.esm|051F36",
    "Id" : 8360,
    "BlendOp" : "Default"
    }
    ],
    "Flags" : [ "ChargenDetail" ],
    "Gender" : 1,
    "Id" : 1168,
    "Slot" : "SkinTone",
    "Texture" : "Actors\\Character\\Character Assets\\TintMasks\\SkinTone.dds",
    "Type" : "Palette"
    }

    This example is what I used to enable ghoul skin colors in a project of mine. The key parts are FixedCategory and Id. The Id:1168 is an existing one inside HumanRace, it's for the vanilla template with female skin colors. Id:1156 is for males. For all the colors I use new IDs. I removed the Name, it worked without it. If you are going to set one, use "Skin tone".