Also, I can't find an option for adding scars in the CK.
Thanks in advance for any help!
-Hawk
Edited by LieutenantHawk, 28 February 2012 - 02:48 AM.
Edited by LieutenantHawk, 28 February 2012 - 02:48 AM.
Okay, the problem is two-fold (AFAIK).
1) You need FaceGenData (in Data/Textures/Actors/Character/FaceGenData/FaceTint/<esm name>/<id>.dds
2) You need an ESM (to go with the data).
So, first you have to ESM-ify your plugin, then load it into the CK. That done, you need to select your NPCs and press Ctrl-F4 (and confirm).
And there you go. I think that's all you need to do.
Edited by gsmanners, 28 February 2012 - 04:21 PM.
That's a good question. I think there's something like tesvsnip could do that.
You'll also need to add bAllowMultipleMasterLoads=1 in [General] in SkyrimEditor.ini in your folder that has CreationKit.exe in it.
EDIT: Okay, I just tried following my own advice, and it seems to work fine (at least for me).
Edited by sanwyrth, 28 February 2012 - 05:02 PM.
Are you sure you've made your .esp into an .esm? Loading an .esm in the CK and highlighting an actor (or several at the same time), pressing ctrl + F4 should also exports the face mesh to meshes\actors\character\facegendata\facegeom. If you use an .esp, you only export the texture, which isn't enough for custom actors.
That's a good question. I think there's something like tesvsnip could do that.
You'll also need to add bAllowMultipleMasterLoads=1 in [General] in SkyrimEditor.ini in your folder that has CreationKit.exe in it.
EDIT: Okay, I just tried following my own advice, and it seems to work fine (at least for me).
I have the same problem too :/
I did everything according to your descriptions but still nothing. Only thing I got was the \Data\Textures\actors\character\FaceGenData\FaceTint\Follower.esm\code.dds, still the game doesn't seems to read it >_<
Any other suggestions? :s
Thanks.
Edited by No_Aardvarks_Allowed, 28 February 2012 - 05:09 PM.
Are you sure you've made your .esp into an .esm? Loading an .esm in the CK and highlighting an actor (or several at the same time), pressing ctrl + F4 should also exports the face mesh to meshes\actors\character\facegendata\facegeom. If you use an .esp, you only export the texture, which isn't enough for custom actors.
That's a good question. I think there's something like tesvsnip could do that.
You'll also need to add bAllowMultipleMasterLoads=1 in [General] in SkyrimEditor.ini in your folder that has CreationKit.exe in it.
EDIT: Okay, I just tried following my own advice, and it seems to work fine (at least for me).
I have the same problem too :/
I did everything according to your descriptions but still nothing. Only thing I got was the \Data\Textures\actors\character\FaceGenData\FaceTint\Follower.esm\code.dds, still the game doesn't seems to read it >_<
Any other suggestions? :s
Thanks.
Edited by sanwyrth, 28 February 2012 - 08:50 PM.
If the follower already is in your save game, it may be s/he is made from the old .esp and not the new .esm and therefore still has the old face. Try disabling and then spawn a new version of the follower, using its .esm base id (which of course is different, since the .esm is loaded earlier). If that doesn't work, I don't get it, since you obviously have the facegen data exported to the right places.
If the follower already is in your save game, it may be s/he is made from the old .esp and not the new .esm and therefore still has the old face. Try disabling and then spawn a new version of the follower, using its .esm base id (which of course is different, since the .esm is loaded earlier). If that doesn't work, I don't get it, since you obviously have the facegen data exported to the right places.
I remade him and it worked.
Thanks!
Edited by sanwyrth, 28 February 2012 - 08:40 PM.