This is something I would like to approach in the future, but Xivilai aren't NPC's like the Dremora/Saints/Seducers They're creatures that use a different animation set and skeleton than the player.
I'm currently experimenting with creating a version of my mod Necromancy and Lichdom for the remaster, and have reworked the Lich model to work as a player model. If that ends up working out then I'll probably try the Xivilai. If it does work out, it'll still likely take a while before I get around to trying it.
I've searched in the comments to see if anyone was experiencing the same bug that I'm dealing with but apparently when I equip gloves on Dremora sometimes their right hand will disappear when holding a weapon in first person. I had the playable Dremora ESP put in my data folder because my original idea was to edit the Dremora's face to have a beard but decided to scrap the idea and just keep his face clean shaven, I removed the ESP but still have RacemenuUtilities present.
Perhaps it may just be an issue on my end but wanted to post about it in case someone else was experiencing the same problem as me. Love the mod by the way :D
Hi! I have (I think) the old version of this mod, or some other Preset mod (I think you made it?) and I'm having a problem where the skin tone below the neck doesn't match the Dremora face. I would use one of your saves, but I'm already very far into the game and don't want to compromise all of the quests I've already completed.
Do you know if the Dremora body mesh shares the same as another one ? I'm wanting my Dremora to be more muscular and, I know some mods change that for the playable races.
Would you mind explaining how you did this so others can learn from your mistakes and correct them. I somewhat understand it but keeping the skin color after you swap the race doesn't stick.
What would you like to know? If you're talking about the skin color of the body not matching the new head, it should correct itself after reloading. The head's texture is tied to whichever head mesh is being loaded, which is independent of race. i.e. a Nord with the Dark Elf head loaded will have a nord colored body and a Dark Elf colored head. The body texture gets loaded depending on race, or at least the body model gets loaded depending on race and brings the texture with it, as far as I can tell.
If you select a Dark Seducer for instance, it initially loads the Breton assets because that's the slot I hijacked, but the head is really independent of race, and the body will be corrected on reload based on race(Which is Dark Seducer).
I DID learn that the Argonian Slot has some extra stuff going on which breaks textures. Maybe that's what you ran into? I created a Dummy/Placeholder race called aaaDUMMYRACE to take up the Argonian slot, as it was initially breaking the Dark Seducer body texture when I used it.
im mostly trying to recreate this with my own meshes. i got the head working and stuff by replacing the breton file path with my own, the head works and i replace the body textures with a different path. it works until i remove the replacement files then it loads the breton textures on the body, and im still a breton by race.
You may want to create an ESP with your custom race that has the race set to unplayable, as well as a second ESP that has the first as a dependency where the only thing it does is set the race to playable(and maybe add a dummy race to avoid the Argonian slot).
This way you would use the second ESP only for character generation, then disable it, while keeping all your custom stuff in the main ESP that doesn't mess with the CharGen UI by setting a new race to playable.
The reason this works with the Dremora/Saints/Seducers is that after you remove the ESP that made them selectable, the races still exist within the Shivering Isles ESP. So you'll still need your custom race to be present in an ESP file, as well as, I imagine, set up a file path to the body mesh within the UE5 layer and associate it with the new race somehow.
I'm not sure how to set up a new race on the UE5 layer, but I'm pretty sure Nwetta on the modding discord figured it out. They had created clones of existing races and added them to the Race Menu, but had crashes when using any of the new slots they created. Presumably, if you did what I did and used a pre-existing slot then it would work.
Hopefully I didn't miss the point of what you were saying.
I'm trying to play as a DremoraMale btw.It's eyes dont work either. DremoraMale is missing the EyeMaterial line that DremoraLord has which is why it the eyes dont load (not mentioned in your description). I still cant understand why the head skin doesn't load on DremoraMale
I managed to get around the problem by copying the hair line from DremoraMale to DremoraLord. I don't know what is up with Male but it's line structure is completely different from the others. I suspect somebody was tired when they made this 😵😁
I can't add anything to the menu currently, but I do know how you can get Sheogorath's eyes.
If you use RaceMenuUtilities to save a preset, then you can open the .json file that it creates and edit it with a text editor.(Right click->open with->text editor)
Find the part of the preset where it has the file path to your eye's texture and replace it with this:
I'm hoping to just add the skin colour/texture of the golden saints into the showracemenu "tone" options - was wondering if you might know if this is possible/how it could be done?
Any help would be greatly appreciated - love the mod!
That's currently outside of what I'm capable of. The golden saint's metallic skin is a result of the texture and material which are more or less married to their body mesh.
It may be possible further down the line, but as of now I can't do that.
Hello! It took me quite a while to get everything working and I think I have, but I have a question just to make sure. I have loaded the DremoraFemale Preset and am wanting to customize it. I am able to edit the hair, makeup, and eyes, but none of the face sliders actually do anything now. Noticeably, moving the sliders just moves the hair around and not the skin next to it. This means if I try to widen the face for example, I can see the hair push out and leave a giant gap between the hair and the face, because the face hasn't actually moved or changed at all.
Is that the expected result/limit of customizing the face or I am still missing something/doing something wrong?
Edit: Upon creating a new save, exiting the game, removing the ESP from the Plugins.txt file, and reloading the game the only thing that has saved is the hair choice and skin tone. The eyes went back to the default option for the Preset.
You may be able to use RaceMenu Utilities to create a preset, then edit the .json file with a text editor to get the eyes you want. (I believe it can work without using the race menu now)
Just make a preset of one of the normal races with the eyes, then copy the eye information over.
I'm trying to figure this out myself, I changed my faction to Kyn which I thought might give me the correct voice lines but it didn't seem to. There's an additional faction for the Deluxe edition NPCs, it's "xx000802" but i can't figure that one out. You also don't really want to do that because it fucks up your reputation and disposition with basically everyone.
I'd settle for Dunmer voice lines, I think that would be close enough (can't figure out how to do that though unless you make a Dunmer and then just slap their premade face onto it). I'm also not even sure Dremora have enough combat voice lines for it to matter.
I just used the premade save and it didn't work so I think I might have to go the extra mile with the ESP and face edits and stuff. Hopefully someone can upload a save where they've already done that and then I don't have to do it myself.
134 comments
I'm currently experimenting with creating a version of my mod Necromancy and Lichdom for the remaster, and have reworked the Lich model to work as a player model. If that ends up working out then I'll probably try the Xivilai.
If it does work out, it'll still likely take a while before I get around to trying it.
Here's a video showcasing the visual bug Right Hand Invis Bug
Perhaps it may just be an issue on my end but wanted to post about it in case someone else was experiencing the same problem as me. Love the mod by the way :D
The head's texture is tied to whichever head mesh is being loaded, which is independent of race.
i.e. a Nord with the Dark Elf head loaded will have a nord colored body and a Dark Elf colored head.
The body texture gets loaded depending on race, or at least the body model gets loaded depending on race and brings the texture with it, as far as I can tell.
If you select a Dark Seducer for instance, it initially loads the Breton assets because that's the slot I hijacked, but the head is really independent of race, and the body will be corrected on reload based on race(Which is Dark Seducer).
I DID learn that the Argonian Slot has some extra stuff going on which breaks textures. Maybe that's what you ran into? I created a Dummy/Placeholder race called aaaDUMMYRACE to take up the Argonian slot, as it was initially breaking the Dark Seducer body texture when I used it.
You may want to create an ESP with your custom race that has the race set to unplayable, as well as a
second ESP that has the first as a dependency where the only thing it
does is set the race to playable(and maybe add a dummy race to avoid the Argonian slot).
This way you would use the second ESP only for character generation, then disable it, while keeping all your custom
stuff in the main ESP that doesn't mess with the CharGen UI by setting a new race to playable.
The reason this works with the Dremora/Saints/Seducers is that after you remove the ESP that made them
selectable, the races still exist within the Shivering Isles ESP. So
you'll still need your custom race to be present in an ESP file, as well as, I imagine, set up a
file path to the body mesh within the UE5 layer and associate it with the new race somehow.
I'm not sure how to set up a new race on the UE5 layer, but I'm pretty sure Nwetta on the modding discord figured it out.
They had created clones of existing races and added them to the Race Menu, but had crashes when using any of
the new slots they created. Presumably, if you did what I did and used a pre-existing slot then it would work.
Hopefully I didn't miss the point of what you were saying.
I've uploaded a fixed version.
If you use RaceMenuUtilities to save a preset, then you can open the .json file that it creates and edit it with a text editor.(Right click->open with->text editor)
Find the part of the preset where it has the file path to your eye's texture and replace it with this:
/Game/Art/Character/sheogorath/MIC_Sheogorath_Eyes.MIC_Sheogorath_Eyes
That will give you Sheogorath's eyes after loading the preset.
Any help would be greatly appreciated - love the mod!
The golden saint's metallic skin is a result of the texture and material which are more or less married to their body mesh.
It may be possible further down the line, but as of now I can't do that.
Sorry :c
Is that the expected result/limit of customizing the face or I am still missing something/doing something wrong?
Edit: Upon creating a new save, exiting the game, removing the ESP from the Plugins.txt file, and reloading the game the only thing that has saved is the hair choice and skin tone. The eyes went back to the default option for the Preset.
Just make a preset of one of the normal races with the eyes, then copy the eye information over.
I'd settle for Dunmer voice lines, I think that would be close enough (can't figure out how to do that though unless you make a Dunmer and then just slap their premade face onto it). I'm also not even sure Dremora have enough combat voice lines for it to matter.
I'm fairly sure the voice should work after it is disabled.