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Turulo

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  1. turulo
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    Here is a guide that explains the basics about creating an NPC face with Racemenu and NifMerge.
    http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim

    If you find something important missing or that needs to be updated, please include it in that tutorial to help your fellow modders, thank you.

    Also, this is a guide that DubHorizon provided for those with issues with the eyes textures:
    Thanks DubHorizon

    "Hey Turulo, I tried to make an edit on the wiki page but found it so overwhelming to make a written explanation on what to do, that I gave up. I did however make a picture - guide for the missing texture path as well. Since most people will probably ask here for the problem, even if it isn't a problem with nifmerge. I will add both pictures here, in case you want to copy paste them into a sticky, or someone more eloquent than me can explain it on the wiki page.

    So. Racemenu export is amazing. But it has one tiny problem with exporting eyes perfectly. Luckily it can be fixed in 2 minutes with Nifskope. It's a free, lightweight, powerful tool for editing meshes. Can be found in http://niftools.sourceforge.net/wiki/NifSkope

    open the nif you just merged using Nifskope. Expand the eyes until you find BsLightingShaderProperty (don't expand it, just select it) and follow the picture below:
    http://i.imgur.com/Bm9SqlU.jpg

    After fixing the shader flags on the top picture, now expand BsLightingShaderProperty and find BSShaderTextureSet and follow the picture below:
    http://i.imgur.com/IQ3Fk9B.jpg

    All kudos should go to Blabba. He is the one who found the solution and showed me how to fix it."
    1. Brokenfast
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      You can fix the 'glassy eye' issue by attaching the NiAdditionalGeometryData to the NiTriShapeData. Open the NIF file (the one in skyrim.esm that you have merged) and check if the NiTriShapeData under EyesHeadparts has a child node called NiAddtionalGeometryData.
      I've done it for several NPCs and it really works, although the overall appearance seems to be affected a little slightly as well.

      For the greyface bug, you only get it if it's a mod conflict or mismatch in data between the NIF file and ESP file. It can also be from having different weights for your NPC (ESP file says 60 weight but your NIF file uses 70 weight). You shouldn't be getting any greyfaces at all if you've been exporting and merging the files consistently and correctly
    2. dartyb
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      I can confirm what Brokenfast is seeing. Merging of eye NiTriShapeData works about 1 in 3 times for me.

      Can anyone provide a quick set of directions on Brokenfast's fix? Copying and pasting the branch in Nifskope just puts NiAdditionalGeometryData at the end of the nif to be fixed. Pasting it "over" the target branch in the nif corrupts the entire nif.
    3. Brokenfast
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      I got my help from user Levionte. Kudos to him.

      I'll quote what he said:
      "you just need to associate the Additional data to the NiTriShape. In Nifskope, click on the NiTriShapeData under the eyes, and scroll down until you see Additional Data towards the bottom. You want to type in whatever number is to the left of your pasted NiAdditionalGeometryData."

      better to sticky this to show for all those having this issue
  2. turulo
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    Hi everyone.

    I've been trying out ousnius nifly library as replacement of the niflib.dll that this project originaly used. I couldn't implement everything yet and I still don't have much time to invest in this but the sourcecode is available at github here.

    Basically I managed to make merging of blocks/nodes that have the same vertex count but I have yet to find how to mix blocks that are totally different. This is needed to transplant different hair parts for instance. But the good news is that it works for most Skyrim/Fallout nif files.

    Maybe I will have to contact ousnius for help regarding missing features, IDK yet.

    Happy New Year!
  3. Moricano
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    https://www.nexusmods.com/skyrim/mods/92493
    I went to the page above there is a mod for creating Argonians I want to create human NPCs, I don't see why your mod needs this file that you mentioned, if it doesn't work with human NPCs.
  4. notasgoodasthis
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    There is a bug in CK, which resets faces to game's default when you access character data. I dont know if its related to nif conversions from SSE to SLE and vice-versa. Anybody have that problem? I can re merge the files after CK and delete CK files and my race menu faces work again but if I want to change something about that npc in CK it'll revert to CK version again I can always fix it but a real hassle anyone knows of something I'm doing wrong please let me know
    1. BlackTigerrr
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      You could try reinstalling CK.. Do you save before you close CK?
  5. BlackTigerrr
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    Does this work work on windows 11? It says msvcr110.dll not found :/
    1. xndrive
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      its works on my computer
    2. MamaTreeHugger
      MamaTreeHugger
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      Hey you might need this . I had the same issue.

      Download Visual C++ Redistributable for Visual Studio 2012 Update 4 from Official Microsoft Download Center
      You need I think the x86 for this to work
    3. BlackTigerrr
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      MamaTreeHugger, thank you so much! you fixed it :)
  6. Wolfstorm
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    Can you release a version for SSE? There is a bug in CK, which resets faces to game's default when you access character data. I dont know if its related to nif conversions from SSE to SLE and vice-versa.
    1. notasgoodasthis
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      I have the same problem did you ever solve this?
  7. Reefor
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    I'm having a bit of a problem. I open Nifmerge, put the 2 NIFs into it, and it doesn't do anything. I do see the paths going into the window above the main windows, but noting happens in the main windows. I've used this before with no problems.

    So I went and read the description and it says that I need the 32bit C++ which I had installed when I first downloaded your program. But today I was urged to install Loot which requires the 64bit C++ and I installed that as well. Did the 64 bit C++ overwrite the 32bit?

    There has to be a way around this as I see other modders using both Nifmerge and Loot. Can someone help me out and let me know how that's done, or if there's a different problem that I might be having?
    1. Reefor
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      I finally got my NPC ready for Nifmerge which still isn't working.

      Without going into too much detail, I think I installed VC_redist.x64 (1) yesterday (It's in my download folder) which I thought was the 64 bit version of Visual C++ 2012 Redistributable Libraries. But when I went searching for the 32 bit version everyone keeps redirecting me to the x64, so I'm guessing that is the 32 bit version.

      I have 10 versions of Microsoft C++ Redistributable running including the 2012 x64 and the 2012 x 86.

      This doesn't make sense to me since it was running before I installed the VC_redist.x64 yesterday. And this is really beyond me. I know nothing about C++ or anything related to it.

      Can someone help me out. Did Nifmerge stop working because I installed VC_redist.x64?

    2. Reefor
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      Sorry, figured it out. I'm on AE/SE, I have to run the Nifs through Nif Optimizer and turn them into LE first. I must be watching an old how to video because he doesn't go over that.

      Any chance you're working on a SE or AE version of Nifmerge?
    3. turulo
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      I'm working on it since I found out that there's an opensource library to handle nif files now. It will take some time tho because I need to write the program again since this new library is totally different.
    4. moomiemoomoo
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      thank you for this! was having the same issue and I'm glad you documented your solution
    5. AtsushiATS
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      Hi is the SE/AE version still worked on?
  8. VonHelton
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    Plz, by all that's holy, can I have a Fallout 4 version of this awesome mod?
    I've made some of the most beautiful women in Skyrim EVER using this mod, and Fallout 4 despirately needs help........LOL.


  9. Sentinelknight04
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    why not make it for skyrim se?
  10. Darklocq
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    Another weird one. I created a High Poly Head following tutorial here https://www.youtube.com/watch?v=sL9_MZWxbC4 and all has gone well except the head, in SE, "explodes" into rapidly moving planes of color.  Anyone know what the issue is and how to fix it?  The meshes look fine in NIFSkope and Outfit Studio.  I haven't tested the head in LE yet; I just used SSE NIF Optimizer to convert it to SE format, since I'm running SE.
    1. Darklocq
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      FIXED. It was because I didn't point the headpart in the ESP to the High Poly Head version of femalehead.tri and femalehead.nif. Duh.
    2. Huskyu
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      can you teach me, i have same 
  11. szaboszabi77
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    Hello guys.
    I have a huge problem.I created my fem character in racemenu. No matters what kinda method i want to use to merge The race menu head with ck saved (ctrl+f4)head  result is also the same.When I enter the game the follower gets back the ck saved face.I did not try using nif merge because if a drop the source and the target heads it does nothing. I can see both heads` path but no datas in windows about headparts and the buttons are grey.I used nif optimiser to convert them to LE  for using NIF MERGE.But same result. Absolutely blank. Another wierd thing is that I import the npc file under chargen tab in CK the face is full of warpaint.And anything I do it will get this plenty warpaint back on her face in game.Im using many of makeup, moles, eyeshader, freckles, eyeliner and piercings as well..Please help. I`ve been suffering by this since weeks..

    Now I managed to get nif merge worked  but it runs an error message. 3 things dont have the proper bones omg

    https://imgur.com/a/tjpTJxY         PICTURES OF THIS ISSUE
  12. Darklocq
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    Here's a weird one. Spent all day on a High Poly Head conversion, and NIF Merge just will not merge the new head into the existing chargen file. It SAYS it's doing it, but the exported result is the same as the original file.  Tried a dozen times already.  Anyone have any idea what the issue is?  Here are the files:
      https://mega.nz/file/pZZiUBoT#KvKaHc0jJA8aGGmctYkQPs0K5ZR7tsaczlSIpf1XuDs
    MangoHPH.nif is the new face/head mesh.
    00001DB9-NoScars.nif is the original chargen target in which I'm trying to replace the face/head mesh.
    1. BlackTigerrr
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      The source is the chargen, the target is the facegeom nif created with the ck with alt+f4. Sounds like you are trying to do it opposite.
    2. Darklocq
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      I'm not doing it backwards. It's not actually possible to do it backwards, unless you have two complete chargen files with all the head parts in them.
    3. Darklocq
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      Thanks to a tip from EdDante34, I got it resolved. The (odd) fix was to use SSE NIF Optimizer to convert both meshes to SE format then back to LE, then run them through NIFMerge again.
    4. BlackTigerrr
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      ah, yeah i am way out of my league.