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Fallout 4 Creation Kit Follower Face, Hair, Brows and Tattoos.


citronblood

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It's me again. It seems everything is determined to get in my way.

 

So, having gotten around the first few hurdles, I have moved onto character customization. After some research, I cannot seem to find the best way to import one of my presets, which I made at an earlier point, into CK. Clicking on the Import button in the Character Gen Parts tab revealed that I needed an .npc file, which I do not know how to generate.

 

Then I moved onto Face Ripper, which for the most part did its job, but has a few caveats. I imported the face data of the player character from a save, and transplanted it to Gavina.esp, the name of my plugin, receiving a Gavina.3000f9b.esp as an end product. I went ahead and opened this new esp, and the NPC now has the same facial structures as my preset. However, other related parts, such as hair, eye colour, brow, facial tattoos, and some other minute details did not seem to carry over.

 

I ended up attempting to edit these parts in the CK, by setting KSHairdo.esp and Eyesoftheuniverse.esp as masters, finding the eyes and hair that I used in the preset, then manually adding them to the NPC. Refreshing the rendering window in CK showed that the NPC now has the correct hair, but after I save the esp, close CK and enter the game, the NPC still has the default female hair. When I come back into the CK, the NPC once again has the default hair also.

 

Not sure what is causing this issue, since I am loading both KSHairdo and Eyesoftheuniverse in my FO4, my player character who is using the preset, is also perfectly rendered.

 

Now I am not trying to make this follower stand-alone just yet, so I won't worry about doing the folders and stuff, but I will need to make this NPC 100% the same as the preset, just as a proof of concept.

 

Please advise. If there are better methods of importing faces, or if I'm using Face Ripper wrong, then show me the true path to CK success.

 

I pray for a swift response.

 

Thanks in advance.

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Have you tried saving it as a Looksmenu preset and using Face Ripper to convert it to a normal preset? In a quick test I did, the resulting plugin had the tints listed for the NPC under the Face Tinting Layers subrecord.

 

Also, the CK hates .esp masters. You used to be able to just add a ESM flag using xEdit, but the current version of the CK "fixed" that, so masters need to have .esm or .esl file extension if you want to be able to load it in the CK. Otherwise the CK will just remove the .esp master, and break things.

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Iâll give the preset idea a shot.

 

As with CK and masters, did you mean that I have to change the hair mods and eye mods into esm extensions? In that case would it just be easier to take the specific hairstyle and eyes and put them into a separate mod folder, essentially creating a standalone version? I have prior experience with doing that in Skyrim but FO4 CK is quite different in many ways.

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Yes, if you want it added for you to be able to see it in the CK.

 

You can always add the hair/eyes in FO4Edit, and not have those plugins as masters until you are done with the CK. There might be a better way, I don't tend to use the CK if at all possible.

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Great!

 

I'm not too familiar with FO4Edit, and after messing around with it, I'm not too sure as to how to edit eyes and hair in there. I have found the faceparts, but not sure which one corresponds to hair or eyes, and how to replace them. Do I have to type in a code??

 

Thanks.

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I don't fully remember it, but Brows are for some reason that I have forgetten, a really special bodypart and you would do yourself a favor if you just use one of the vanilla ones.

 

Custom hairs on the other site are easy to implement. You just merge the hairfile with your follower file in fo4edit (but ask the mod-author of the hairs for his permission for that) and then you can choose in the ck, the new hairstyl for your custom npc, like a normal vanilla hairstyl.*

 

You should also consider if you not just "simply" paint the tattoos on the custom bodytexture for your follower. To do it on this way, has its pros and cons. The cons are mainly, that the tattoos will "stretch", depending on the place you put them in.

 

*But don't forget to make a backup file of your follower.esp before you try to merge something with it - just in case.

Edited by taryl80
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Yeah, that's what I ultimately went with, now I've gotten most of everything working, so hair is working, eyes are working, body tattoos have been painted onto the skin file, all's dandy.

 

Maybe I'm going a bit haywire for my first mod, but I really really want to change the face textures of this npc. I am using a combination of textures from the FSM texture pack that will give the body a more muscular appearance, and I can get the body textures to work perfectly by using a replica of the NakedBody armor and set it as the skin of the npc. No issue. However, the problem is that I can't do that for the face, and no matter what I do it seems that the npc always uses the default face textures from my main game, since I've painted a tattoo on that face texture, and it doesn't show up in game.

 

I made a copy of the female headpart, gave it the textures, and set it to the npc, but it does not work either.

 

I've even gone so far as to creating a whole new race, and changing everything I've made so far to work with the new race instead, but the facial textures still remained the same.

 

Please, if anyone knows a way around this, I would be grateful.

 

Thanks in advance.

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