Okay, so I've never really poked around with the Creation Kit, your instructions for generating facegens seem simple enough, but I just want to make sure I get my ducks in a row before I jump in. Do I need to download the optional files to generate facegens for the NPCs added by Arthmoor's town mods? I only ask because I see that there's files for Inigo but he looks fine in my game whereas other npcs added by mods have blackface. Thanks.
EDIT- I found some reading comprehension and realized that you provided all I need, but just for future reference, should I need to generate facegens for npcs not provided here all I should need is the facetints and running the mod through Creation Kit?
You're going to load both the mod whose NPCs need a spruce-up and HMB with the 512 tints in the CK. I set the NPC-adding mod as active, so there are indicators for who's been changed. A lot of the conscientious mod authors will have a prefix or a suffix on the NPCs they add. For example, Arthmoor prefixes with ARTH so you can search for arth at the top of the left pane and all the NPCs he added are easily found, selected and exported facegen for.
Others don't bother with anything, which means you scroll through all the NPCs until you come across one with a * in the first number column in the list of names. IIRC, this marker won't show up if the mod making changes isn't active. Control click to select as you page through or go ahead and ctrl+F4 as you find them in that case. Not much to be done for it but go through the list carefully so you don't have to load everything back up again. ESM files won't show what they're changing, but you can run Wrye from MO2, right-click the ESM, copy to ESP. This will create a new ESP that will be in Overwrite that you can move to the mod's folder with the ESM, load in CK, mark active and be able to see the * markers.
I was talking with jtharpla earlier and he discovered that if you have a red marker with an exclamation mark in the 00XXXXX.nif or on the preview, you'll need to unpack the BSA file for the providing mod or add it to creationkitcustom.ini to force CK to load the assets within the BSA. Cathedral Asset Optimizer makes it easy and you can use it to pack the mod back into a BSA when you're done. 4.2.3 has been proven by myself and Feles to be in fine working order. Heed warnings when someone who makes a tool issues a caution, that's all I can say.
Inigo does look fine, but I wanted to see if his look could be refined. Modding can be about never saying it's good enough XD It's likely there is someone in a mental institution that could say it's a terrible idea and good enough really is. So it goes!
I've been using HMB with SkyrimVR as part of my modlist, but I encountered a problem: both me and NPCs would have "vanilla" hands, creating a noticeable change in texture between the hands and the arms. After some testing and digging around I discovered that Skyrim VR loads a .bsa, specific to the VR version, after all mods' bsas, and I assume it also contained hands meshes, resulting in the aforementioned issue. (https://www.reddit.com/r/skyrimmods/comments/8ejc6f/skyrim_vr_bsa_load_order_psa/)
Now, I know you reccomend to keep this mod's bsa packed, but would it cause any issue if I unpacked it? I just tried it and it seemed to work fine, but I haven't really tested extensively. For now I think I'm going to keep HMB packed and just overwrite it with SkySight Skins, which should solve the issue seeing as SSS contains loose files.
It's about 12GB of data unpacked, which may impact performance. A good idea would be to get BSA Browser and unpack only the files you need to make sure things show up properly. Meshes/actors/character/character assets and same for textures. Shouldn't need to have the hair assets unpacked, just bodies.
The thread is now closed due to the high volume of comments across our many mods and our inability to efficiently address them within the nexus. Please direct all questions and comments to one of the following:
I have largely revamped and overhauled the compatibility version of HMB and it should work with pretty much everything conflict free. I will be providing some face gen for other mods overtime that I personally use, but it's easy enough to do yourself. This is not required and more for consistency.
Laeris has left the project, and I wanted to thank her for all her hard work and setting the bar so high.I have continued to build off her success and ideas in the revamp.
I have also added/included real feet support for males as an option but due to lack of supported Khajit and Argonian textures currently, using the real feet option will revert the beast males mostly to their vanilla appearance with some subtle improvements. If anyone can help with this I would need a diffuse texture for the male khajit and argonian that supports real feet. Though as an added bonus for the loss you'll get better textures for afflicted and snow elves from Tempered Skin for Males.
Currently doesn't support CBBE body types "I think" but if you know a thing or two about modding it should be easy enough to make it compatible. If someone wants to do a CBBE version I will upload it here, currently supports UNP and vanilla.
This was a lot of work and effort; I hope you enjoy this!
For users who prefer female skin textures with a darker and more bronzed base tone, more similar to that of vanilla.
Please check out the OPTIONAL FILES in Barbarous Beauty ... They are compatible with HMB, just install either the Barbarous 'Mature' UNP or CBBE version and give priority overwrite to BB vs HMB.
Wonderful overhaul, thank you for your good work. The only thing that I am not happy with is that it makes some Dumner's eyes non-red. Is there a way for me to change this on my end?
does this conflict with cbbe and bodyslide? if so would it be possible to have the changes except the player character?
edit : nevermind i should watch more closely to the optional files edit 2 : i still have a texture problem, where do i put the mainmod and the patch? i have 1.main mod ---2.cbbe patch---3.calientes
Why can't you use them simultaneously? I just downloaded Children of the Pariah, and looking at the conflicts in in MO2 it should work fine. The only conflicts are facegen meshes, so all you need to do is make sure that both the CotP meshes and the "Children of the Pariah.esp" load after Cathedral NPC's meshes and "HMB TCC.esp." The game will use CotP for orcs and ignore Cathedral.
The simplest way to do this would be to pack each of your NPC mods into BSAs — that way you only need to worry about the ESP load order. Cathedral NPC first, then anything you want to override it afterwards.
Thanks for offering these comprehensive appearance mod! It's very close to exactly what I was hoping to find. Please excuse some noob questions about installation...
I have not intentionally changed body type from vanilla...but I notice Cathedral Armory has CBBE in the credits. If I install Cathedral Armory, should I deactivate the Vanilla Body patch I installed with HMB? Would I then need the CBBE patch instead?
Looks fantastic! Does it adjust height/bulk of the various races? I didn't see mention of that in the desc but maybe I missed it. If not, will this play well with Racial Body Morphs Redux - Subtle? Or is there a better option to get some diversity in NPC size?
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EDIT- I found some reading comprehension and realized that you provided all I need, but just for future reference, should I need to generate facegens for npcs not provided here all I should need is the facetints and running the mod through Creation Kit?
Others don't bother with anything, which means you scroll through all the NPCs until you come across one with a * in the first number column in the list of names. IIRC, this marker won't show up if the mod making changes isn't active. Control click to select as you page through or go ahead and ctrl+F4 as you find them in that case. Not much to be done for it but go through the list carefully so you don't have to load everything back up again. ESM files won't show what they're changing, but you can run Wrye from MO2, right-click the ESM, copy to ESP. This will create a new ESP that will be in Overwrite that you can move to the mod's folder with the ESM, load in CK, mark active and be able to see the * markers.
I was talking with jtharpla earlier and he discovered that if you have a red marker with an exclamation mark in the 00XXXXX.nif or on the preview, you'll need to unpack the BSA file for the providing mod or add it to creationkitcustom.ini to force CK to load the assets within the BSA. Cathedral Asset Optimizer makes it easy and you can use it to pack the mod back into a BSA when you're done. 4.2.3 has been proven by myself and Feles to be in fine working order. Heed warnings when someone who makes a tool issues a caution, that's all I can say.
Inigo does look fine, but I wanted to see if his look could be refined. Modding can be about never saying it's good enough XD It's likely there is someone in a mental institution that could say it's a terrible idea and good enough really is. So it goes!
I've been using HMB with SkyrimVR as part of my modlist, but I encountered a problem: both me and NPCs would have "vanilla" hands, creating a noticeable change in texture between the hands and the arms. After some testing and digging around I discovered that Skyrim VR loads a .bsa, specific to the VR version, after all mods' bsas, and I assume it also contained hands meshes, resulting in the aforementioned issue. (https://www.reddit.com/r/skyrimmods/comments/8ejc6f/skyrim_vr_bsa_load_order_psa/)
Now, I know you reccomend to keep this mod's bsa packed, but would it cause any issue if I unpacked it? I just tried it and it seemed to work fine, but I haven't really tested extensively. For now I think I'm going to keep HMB packed and just overwrite it with SkySight Skins, which should solve the issue seeing as SSS contains loose files.
Thanks!
Might be good to write this somewhere on the mod page so that if any other VR users encounter the same problem they can find a solution easily.
Cheers!
Laeris has left the project, and I wanted to thank her for all her hard work and setting the bar so high.I have continued to build off her success and ideas in the revamp.
I have also added/included real feet support for males as an option but due to lack of supported Khajit and Argonian textures currently, using the real feet option will revert the beast males mostly to their vanilla appearance with some subtle improvements. If anyone can help with this I would need a diffuse texture for the male khajit and argonian that supports real feet. Though as an added bonus for the loss you'll get better textures for afflicted and snow elves from Tempered Skin for Males.
Currently doesn't support CBBE body types "I think" but if you know a thing or two about modding it should be easy enough to make it compatible. If someone wants to do a CBBE version I will upload it here, currently supports UNP and vanilla.
This was a lot of work and effort; I hope you enjoy this!
Please check out the OPTIONAL FILES in Barbarous Beauty ... They are compatible with HMB, just install either the Barbarous 'Mature' UNP or CBBE version and give priority overwrite to BB vs HMB.
The only thing that I am not happy with is that it makes some Dumner's eyes non-red. Is there a way for me to change this on my end?
if so would it be possible to have the changes except the player character?
edit : nevermind i should watch more closely to the optional files
edit 2 : i still have a texture problem, where do i put the mainmod and the patch? i have 1.main mod ---2.cbbe patch---3.calientes
which of the main files are necessary?
The simplest way to do this would be to pack each of your NPC mods into BSAs — that way you only need to worry about the ESP load order. Cathedral NPC first, then anything you want to override it afterwards.
Racial Body Morphs Redux SSE AE - FKDRS
I have not intentionally changed body type from vanilla...but I notice Cathedral Armory has CBBE in the credits. If I install Cathedral Armory, should I deactivate the Vanilla Body patch I installed with HMB? Would I then need the CBBE patch instead?
Thanks again!
If not, will this play well with Racial Body Morphs Redux - Subtle? Or is there a better option to get some diversity in NPC size?