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Billkwando

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  1. Cure all diseases potion? Worked for me.
  2. Is it too late to add EFA support if I excluded it in the original FOMOD install? I want to add it into my follower but I don't want to break her face again. The HPH parts are obviously built into her character and don't require HPH to be installed. I did reinstall it to check the box for EFA. I've also heard reports that when reinstalling HPH and choosing the EFA option, the option to choose a new mouth doesn't appear, which was my experience. Lastly, does EFA have to stay activated and in my load order to work with my follower, or is it something I can build into her, like HPH, so when other folks download her it will just work? If so, will I need to update the NPC records (now that I know how, lol) in CK again?
  3. How do I update the NPC records? I went into CK and changed the facetint numbers, because they didn't match the numbers in Racemenu exactly.. The weight's right. I want do to what you're saying, I just don't understand what I need to change. Edit: Since the guide I was following was about fixing faces and not high poly heads, I didn't realize I needed to swap all the TRIs and NIFs and ChargGens with the ones from your folder, I thought it was the brows in her Brows folders and face in FaceGeom and that was it. Sorry for the misunderstanding, So the "beams" have gone away, and the only problem left is that her face disappears when I get close to her. I don't think it was doing that at the start of the "beam" problem, and I don't know how to fix it. Thoughts? Thanks! I really appreciate you being patient. EDIT 2: I got it!!! So I went back to my Racemenu exported head and redid the whole Nifskope process, and that fixed the missing skin. Thanks for sticking with me, and for all of your work on making big, beautiful, bulbous heads, of the detailed and functional variety!!! She looks great!!! Now I can post an update of her over the weekend, with her fancy new noggin! I'll be sure to credit you too!
  4. I thought that was what I did in Nifskope, when I renamed everything to match the old head. Kaililis' instructions said the order of the tree doesn't matter, as long as they're renamed to match the CK head (the esm), which was what I thought I did. The CK process was already done before, back when it was created as a low-poly head. Also, I'm guessing you've seen the beam face issue before? Can you see anything wrong here? The old head is on the left.HPH on the right. I'm attaching both heads in case you'd like to take a look. I did try changing the Translation numbers to match the low poly head. That just resulted in her face vanishing when I got close (which was new) and beam face from further away. Here's the comparison from the potato head export from Creation Kit, and my high poly head: As far as I can tell, all the items match correctly. I also made sure that the facetint RGB numbers in CK match my Racemenu export, and replaced my Facetint file with the one from the CK export. As far as I can tell, I've followed all the directions and done everything correctly. Please help. There's nothing else I can think of to do and I've been working on trying to fix it myself for days. Perhaps you could take a look to ensure there are no unforeseen technical issues? I don't want to give up. 00001835.NIF 00001835_messed up HPH.NIF
  5. I got the "brown beams" issue above, if I try converting the HP head, and the original head to LE, merging them with Nifmerge, and converting them back to SE. I also tried importing the head in racemenu on SE to fix eyebrows and add HP parts, but since the paths are different, since it's an NPC and not a player character, I get the dark face bug, even though I've meticulously checked and corrected all the paths in Nifskope
  6. OK, so I followed a tutorial and successfully merged the heads by opening my desired head in Outfit Studio, exporting as OBJ, unload project, then importing the vanilla (deleting everything but the head) and HP head over top of each other, right clicking on vanilla on the right bar, choosing Set as Reference, and then going to slider, Create New Slider, OK, then clicking the pencil on the slider, going up to to the slider tab, doing import slider data and choosing the OBJ file. That morphs the head perfectly (she hasn't been smoothed yet, I know). Those graphical glitches appear and disappear, randomly, depending on the angle I'm viewing her from. If I go back to the old head, it goes away. As an aside, I also don't know how to add the other high poly parts in OS. Any advice would be greatly appreciated Here's the head in case it helps: (For anyone trying to follow my steps above) I also forgot to mention that after you get the slider data imported, switch the slider back to the fat face, do Conform All under Slider (default settings), and then Set Base Shape. Then you can delete the vanilla head and do your smoothing. 00001835 - Copy (2).NIF
  7. Do you mean the shape of the actual noggin *behind* the face? I didn't think I had a sculpted head. I remember being afraid of those settings. Maybe I used it to trim some of the neck area and forgot. How do I get the high poly head into OS to get started trying?
  8. I want to use this mod, but CK doesn't reflect the correct features. The face in CK: The face in Nifskope: So I'm unable to get to the point where I can swap the vanilla for the high poly parts, since everything's wrong. I tried a fix where you merge the export of the scary CK export with the desired nif, but even when I loaded up CK, it still showed the wrong face. One thing I did notice, in the process of merging the nifs, was that the program seemed to think I'm using all the default face parts, even though I'm not (or at least I assume that's what the "01"s mean): Any ideas? I'm flummoxed.
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