Whenever i use this mod, My torches disappear from inventory... and game crashes randomly. That's a shame this mod is so good man Is there a specific load order? .... please help.
Is there so way I can change the npc's weight to my desire value? Tried setNPCWeight but the head is not align with the neck leaving a big gap between. What can I do about the head size? thank you.
hmmm... that's actually a good question but, i think the creator of this mod has set the head size to be...very specific. And what i mean by that is, if the creator created an NPC to be "weight 60" and you are trying to set it to 90, it will not work. So, you have to set it back to "60" <--(the number is just an example, ok? ).... i don't know, does that make sence what i said?
yes thanks. I actually posted in the wrong mod page (should be skyrim SE rather than skyrim) and the author replied on SE page with the same answer. I think I'll try finding some way to try alter the head mesh later on 😭
I loaded your esp in Creation Kit. You have not made any texture sets for the Head part.
Also it loads a wrong Facetint.
Did You export the npc data file to get the proper tint files into Creation Kit.
You should have the npc file and click import above the red tint color. The NPC will now have the correct tint color from Racemenu.
When I occasionally have made a follower I need the following files.
Nif file - Racemenu export dds file - Racemenu export npc file - Concole code export - I think "spf skulvar" for example will export the npc file jslot - Preset file
The Head texturesets need to be made and put into the Character Gen Parts. See how Skulvar is set to red tint. If You exported those tints because of missing npc file then that's the error.
Alternatively I could replace my Vanilla textures with yours and see if that works.
you can not fix it unless you fix the head textures
i use many kinds of head textures come from many skin mod. so to save my time.i only use photoshop to edit the bottom of the head textures to let the neck seam not that noticeable. thats why the face is redder than the body
and better not to replace the facetint. they are not just a color textures . i add a lot of face details in that facetint
This is unique for me because I've never seen this before as well and I installed lots and lots of replacers and standalone npcs.
But thanks to your effort you found most the causes of the problem and I can finally find peace because I was like a crazy searching about how to fix neck seams, about the weight thing and trying to fix by myself, but the problem is way more complex than that, unfortunately.
Since you have a lot of knowledge in Editing NPCs (I have none D:, but I want to learn), Can you tell if it's possible to copy the faces of these npcs and put these faces in a body from the scratch? I really liked some of them and it's a pity that the mod author don't want to fix.
no.we don't need to make face textures set in the plugin. we just use nifskope to set textures path to let the facegen use specific textures like hair textures.brow textures face textures. ect
the mod have about 300000 downloads and only a few people report the neckseam. sometime is the Enb .sometime is the wrong body type. sometime is the mod confliction.
the plugin only provide a name of facepart.nothing more. the real facegen(export from racemenu) is everything. the esp only provide the name of head part. that why you see vanilla head in the ck.but you see different face in the game
Correct me if im wrong, i do follower work only for a few months now, but i think he meant this...
Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.
So when addvar has this headpart data in his npc entry for example:
MaleHeadNord MaleEyesGrey
Then you can use these names to rename the headparts in the facegen with it. This way you spare alot of extra esp work, like creating new headparts entries. Or even don't need an esp at all.
Works not, if the headpart like HPH comes with new tri files.
In this case you need headpart entries which need point to these new tri files.
As for creation kit, i don't have it. You can do this all with tesEdit.
So, this is probably the reason you get wrong headparts in creation kit. Because CK loads these esp entires, and not the facegen nif, which has the correct stuff in it.
dont get me wrong.what i mean is that the neckseam you said is not that common, 300000 downloads but only a few report the seam problem. so i not really want to remake my mod. l
i am sorry that it cost you a lot of time, but i can not help you
the plugin is needed bucasue these npc use costom body and some male npc choose different beard
I know, my post was related to this...
The author use the default Nord head for Skulvar. This should have been the imported head textureset.
Skulvar looks Vanilla in the Creation Kit preview, because he uses the Nord default Vanilla head.
the plugin only provide a name of facepart.nothing more. the real facegen(export from racemenu) is everything. the esp only provide the name of head part. that why you see vanilla head in the ck.but you see different face in the game
...about the question why Skulvar uses the default Nord Head.
And my explanation for nck30 why modders use vanilla head part names...
Spoiler:
Show
Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.
So when addvar has this headpart data in his npc entry for example:
MaleHeadNord MaleEyesGrey
Then you can use these names to rename the headparts in the facegen with it. This way you spare alot of extra esp work, like creating new headparts entries. Or even don't need an esp at all.
Works not, if the headpart like HPH comes with new tri files.
In this case you need headpart entries which need point to these new tri files.
As for creation kit, i don't have it. You can do this all with tesEdit.
So, this is probably the reason you get wrong headparts in creation kit. Because CK loads these esp entires, and not the facegen nif, which has the correct stuff in it.
- CK loads the headpart entries from the esp // it loads the wrong in this case - the real headparts you see ingame are baked in the facegen nif // CK does not load the stuff in the nif
Modders use vanilla headpart names in the nif file to spare time or even the esp, which is great. But bad for other modders who wants to load/see the correct ingame npc in CK.
idid not blend the textures. cause my skill is very limited instead i use photoshop to edit the neck part of the face textures to make the neck color close to the body
I wish all the images were labeled... It's hard to mix with other mods when I can't tell who almost half of them are.
edit/update: -Runil is on the list of edited NPCs, but is not actually in this mod. -Benor is changed to 'benor'. -Captain Wayfinder's short name is changed from 'Wayfinder' to 'Captain'. -Kust's name is in Japanese
Unless I'm blind and/or they're mislabeled, the following NPCs were missing screenshots: Avulstein Grey-Mane, Captain Wayfinder, Jervar, Siddgeir, Sirgar, Leifur, Lond, Mathies, Perth, Quintus Navale, and Vorstag.
449 comments
That's a shame this mod is so good man
Is there a specific load order? .... please help.
Is there so way I can change the npc's weight to my desire value? Tried setNPCWeight but the head is not align with the neck leaving a big gap between. What can I do about the head size? thank you.
And what i mean by that is, if the creator created an NPC to be "weight 60" and you are trying to set it to 90, it will not work.
So, you have to set it back to "60" <--(the number is just an example, ok? ).... i don't know, does that make sence what i said?
I am straight and normally don't say that males are handsome, but these are borderline handsome.
Erikur, Addvar, Sibbi, Amren, Solaf, Bolund, Mikael and Benor are Masterpieces.
Just have some small problems with the head discoloration with some of them. Head is brighter than the body.
I have replaced body with my Vitruvia skin. Could be problem with Facetint too.
Then I tried my own Vitruvia SOS Full textures. Still discoloration.
My experience with this earlier points to the Facetints being too light. Making them darker will mostly solve it.
these npcs use the custom head textures so better not replace their body textures
I have SOS full, so let's see how it turns out.
No dice. Now the heads are kind of darker/red. This is Skulvar. Notice the neck/head discoloration.
Copy the web address of the image to see it bigger and clearer.
I loaded your esp in Creation Kit. You have not made any texture sets for the Head part.
Also it loads a wrong Facetint.
Did You export the npc data file to get the proper tint files into Creation Kit.
You should have the npc file and click import above the red tint color. The NPC will now have the correct tint color from Racemenu.
When I occasionally have made a follower I need the following files.
Nif file - Racemenu export
dds file - Racemenu export
npc file - Concole code export - I think "spf skulvar" for example will export the npc file
jslot - Preset file
The Head texturesets need to be made and put into the Character Gen Parts. See how Skulvar is set to red tint. If You exported those tints because of missing npc file then that's the error.
Alternatively I could replace my Vanilla textures with yours and see if that works.
Copy web address to see larger pic.
Now I can better understand why I can't just replace. You use a wide variety of face parts.
So my issue is down to incorrect Facetint color exported to the dds file.
I can guess the color myself. But to permanently fix this You need to import the npc file into Creation Kit and export the head again.
Then the Facetint will be correct.
Alternatively I can use the facetint dds file exported from Racemenu by You and rename.
i use many kinds of head textures come from many skin mod. so to save my time.i only use photoshop to edit the bottom of the head textures to let the neck seam not that noticeable. thats why the face is redder than the body
and better not to replace the facetint. they are not just a color textures . i add a lot of face details in that facetint
Have fixed neckseams/discoloration like this many times. I get OCD when seeing neck seams/discoloration.
Strangely enough these have not only red, but also light and dark discoloration. I will do the best I can.
Can't play without these now.
Do you intend to release a fixed version on Nexus?
Not sure I can do it proper without the author's presets or a copy of the dds file from Racemenu.
I can minimize it. But I have to go through the 40-50 NPC's from this pack that I use.
I used TES5Edit to delete the ones that I had or did not want.
Normally people only use 4 textures in their pack. Diffuse, Normal Map, Specular and Skin.
malehead.dds
malehead_msn.dds
malehead_s.dds
malehead_sk.dds
Then the head texture sets are made in the Creation Kit. But there are non of these in the esp because of all the textures used.
I fixed the discoloration on Addvar at close distance by making Facetint brighter.
When I get further away from him the red color returns.
Thought I could fix this by adding MipMap to the Facetint. No luck.
No matter what I try the discoloration can be removed at short distance. Not long distance.
I have never seen this before. It boggles my mind.
But thanks to your effort you found most the causes of the problem and I can finally find peace because I was like a crazy searching about how to fix neck seams, about the weight thing and trying to fix by myself, but the problem is way more complex than that, unfortunately.
Since you have a lot of knowledge in Editing NPCs (I have none D:, but I want to learn), Can you tell if it's possible to copy the faces of these npcs and put these faces in a body from the scratch? I really liked some of them and it's a pity that the mod author don't want to fix.
the neckseam you show in your 2th pic will only happen when you replace their textures
sometime the ENB will cause neckseam too
my only advice is better keep their origin .
I only made the Facetint brighter to fix the discoloration. Worked as it always does.
What's confusing to me is that it changes when I walk away from him. The pictures clearly show this.
I am going to try one more thing.
I guess I can equip them with necklaces or scarfs to hide this.
I still think the head texturesets should be added to the esp in Creation Kit. Then use it in the Character Gen Parts of each actor.
The author use the default Nord head for Skulvar. This should have been the imported head textureset.
Skulvar looks Vanilla in the Creation Kit preview, because he uses the Nord default Vanilla head.
Also if You had the presets I would use the "spf (name of actor)" to get the proper tint exported. Then import it in Creation Kit like my picture.
You can see in the picture how red Skulvar's face is. It could not have looked like this in Racemenu. Therefore wrong tint color.
I don't think this problem is fixable, unless You follow the exact guide lines for making a follower.
I have seen this before when making a follower out of a preset. The author had used so many skeletal sliders to make the preset.
When I tried to make her she had an extremely long neck. I never found a way to fix this. I put long hair on her to hide it.
i am not good at english
Hoping that somebody have seen something like this before.
I only do this, because I need to keep these oustanding NPC's. I could easily just delete them.
But I intend to keep it. In fact spent 1 day to set it up according to other packs out there.
Consider that an endorsement to your perfect work.
Trust me. I have 341.000,00 downloads and 400 endorsements on my animation site at LoversLab.
So I can relate...
Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.
So when addvar has this headpart data in his npc entry for example:
MaleHeadNord
MaleEyesGrey
Then you can use these names to rename the headparts in the facegen with it.
This way you spare alot of extra esp work, like creating new headparts entries.
Or even don't need an esp at all.
Works not, if the headpart like HPH comes with new tri files.
In this case you need headpart entries which need point to these new tri files.
As for creation kit, i don't have it. You can do this all with tesEdit.
So, this is probably the reason you get wrong headparts in creation kit.
Because CK loads these esp entires, and not the facegen nif, which has the
correct stuff in it.
i am sorry that it cost you a lot of time, but i can not help you
the plugin is needed bucasue these npc use costom body and some male npc choose different beard
See the solution here at the Technical forum at LoversLab...
https://www.loverslab.com/topic/215146-calling-out-all-texture-experts/
Copy/Paste link
Now only 47 to go...
I know, my post was related to this...
...about the question why Skulvar uses the default Nord Head.
And my explanation for nck30 why modders use vanilla head part names...
Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.
So when addvar has this headpart data in his npc entry for example:
MaleHeadNord
MaleEyesGrey
Then you can use these names to rename the headparts in the facegen with it.
This way you spare alot of extra esp work, like creating new headparts entries.
Or even don't need an esp at all.
Works not, if the headpart like HPH comes with new tri files.
In this case you need headpart entries which need point to these new tri files.
As for creation kit, i don't have it. You can do this all with tesEdit.
So, this is probably the reason you get wrong headparts in creation kit.
Because CK loads these esp entires, and not the facegen nif, which has the
correct stuff in it.
- CK loads the headpart entries from the esp // it loads the wrong in this case
- the real headparts you see ingame are baked in the facegen nif // CK does not load the stuff in the nif
Modders use vanilla headpart names in the nif file to spare time or even the esp, which is great.
But bad for other modders who wants to load/see the correct ingame npc in CK.
That's all ;)
Thank you for all the great followers.
instead i use photoshop to edit the neck part of the face textures to make the neck color close to the body
And now I can enjoy them fully. 10 NPC's done...
- Male body meshes has paths to Vanilla body not your folder.
- Perth has no skin assigned in the esp. Gave him 2222skinnaked.
edit: yep, there it is: ginko02, sculpted very nicely : )
edit/update:
-Runil is on the list of edited NPCs, but is not actually in this mod.
-Benor is changed to 'benor'.
-Captain Wayfinder's short name is changed from 'Wayfinder' to 'Captain'.
-Kust's name is in Japanese
Unless I'm blind and/or they're mislabeled, the following NPCs were missing screenshots:
Avulstein Grey-Mane, Captain Wayfinder, Jervar, Siddgeir, Sirgar, Leifur, Lond, Mathies, Perth, Quintus Navale, and Vorstag.