1.4 rolls the default replacer into the main file because I can't be bothered, but it also improves it somewhat - HOPEFULLY. I'm keeping the old version up in case people need the textures from it for some reason. But the new lips match up better on my current setup, and I'm hoping they will on yours as well. If not, I'll eventually do a FOMOD that lets people pick and see what fits their textures better.
Also added some split eyeshadow tints and a heart tattoo for the cheek in case anyone wants to cosplay as a mad jester.
For my own personal use, I tried to recompile the script to add these tints to the facepaint menu instead of the makeup menu, with the goal of being able to layer them on followers using Standalone EFF Cosmetic Menu.
The tints can be chosen, but on NPC's there is no effect, and if I try to use them on my character her face becomes pure black, except for where the texture is defined to go.
Any idea what I messed up? I'm guessing that it just doesn't work. I did some more research on it, and it does look like anything in the face just can't be changed in game.
I encountered these errors when converting the esp to form 44 for use with SSE:
File 'Kai's Lipstick.esp' contains a form with a master file ID but no match in the master file: (00000800) Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door. Errors were encountered during InitItem for reference: Base: 'AutoLoadDoor01' (00031897) Ref: '' (00015E1D) Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C) See Warnings file for more information. Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door. Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door. Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door. Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door. Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door. Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door. Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.
Going to test in SSE, will let you know how it goes. EDIT: Everything seems to be working fine in game despite the errors.
Thanks for the test results - yeah errors like that seem pretty standard for the creation kit. That first one is a consequence of an injected record, which I've since ditched for the SE version, everything else seems to just be a problem with the base game files since nothing I do touches any existing records >_>.
There's an official SE conversion out now under the name Xara's Makeup and Warpaints.
Added a default replacer file - just replaces the 5 base game lip tintmasks with my base version. Hoping they'll work for SSE or for people without Racemenu or similar.
BTW: I don't have the knowledge of how to repackage this mod for ECE, but if anyone who does wants to take a crack at it and upload for the benefit of those users, you have my blanket permission.
Turns out, SSE is a lot closer than I realized to a working (if not feature complete) version of Racemenu. If you follow the instructions on the Racemenu page to make it work in SSE, my mod will function as is. I've just tested it in game, and it's not half bad. Lack of Subsurface Scattering is still terrible, but at least the makeup works right, you can layer them just like you can in classic, etc etc. So: once Racemenu has an official SSE release, I'll be duplicating this mod over to special edition and attempting to support both platforms until.......presumably until ENB gets subsurface support at least, since that's really the last sticking point keeping classic installed for me now.
I've uploaded a few screens taken in SSE, you can find them at the end of the images section.
EDIT: this is redundant now, the SSE version is available, and this post will therefore be unstickied.
Really appreciate actually using the normals (which really don't vary much positionally at all in the textures doing the rounds) as an area guide rather than the frankly arbitrary position of x or y diffuse map. This makes a huge huge difference. These are the first tints I've seen/used that actually end up looking correct in the upper lip as a result.
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Also added some split eyeshadow tints and a heart tattoo for the cheek in case anyone wants to cosplay as a mad jester.
The tints can be chosen, but on NPC's there is no effect, and if I try to use them on my character her face becomes pure black, except for where the texture is defined to go.
Any idea what I messed up? I'm guessing that it just doesn't work. I did some more research on it, and it does look like anything in the face just can't be changed in game.
Oh well. Thanks for the mod, it's nice!
File 'Kai's Lipstick.esp' contains a form with a master file ID but no match in the master file: (00000800)
Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.
Errors were encountered during InitItem for reference:
Base: 'AutoLoadDoor01' (00031897)
Ref: '' (00015E1D)
Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C)
See Warnings file for more information.
Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.
Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.
Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.
Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.
Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.
Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.
Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.
Going to test in SSE, will let you know how it goes.
EDIT: Everything seems to be working fine in game despite the errors.
There's an official SE conversion out now under the name Xara's Makeup and Warpaints.
BTW: I don't have the knowledge of how to repackage this mod for ECE, but if anyone who does wants to take a crack at it and upload for the benefit of those users, you have my blanket permission.
Turns out, SSE is a lot closer than I realized to a working (if not feature complete) version of Racemenu. If you follow the instructions on the Racemenu page to make it work in SSE, my mod will function as is. I've just tested it in game, and it's not half bad. Lack of Subsurface Scattering is still terrible, but at least the makeup works right, you can layer them just like you can in classic, etc etc. So: once Racemenu has an official SSE release, I'll be duplicating this mod over to special edition and attempting to support both platforms until.......presumably until ENB gets subsurface support at least, since that's really the last sticking point keeping classic installed for me now.
I've uploaded a few screens taken in SSE, you can find them at the end of the images section.
EDIT: this is redundant now, the SSE version is available, and this post will therefore be unstickied.
Nice work.