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Porting Custom Follower to XBox, Help Appreciated

xbox porting se follower creation kit facegen textures

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#1
LordDirtnap

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I'm trying to get my follower on XBox and I ported her from LE to SE. When I go to upload her CK overwrites with vanilla facegen and for some reason the texture is actually blue? I've never seen that before.

I've been trough this routine multiple times and pretty discouraged but I'll try here and see what anyone might have to say.

 

I originally tried getting CK to generate it's vanilla garbage and then overwriting it with my RM generated facegen 16mb textures. The mesh uploads fine but the packing and uploading actually turns every facegen texture I've tried black once it's in the .BSA. I know because I went back and extracted it to see what it does. Solid black after it says "converting" and then asks me to create the mod.

 

I've tried reading around online and found that SE textures should be resaved with "no compression" and make it generate mipmaps but when I'm facing the save menu in PS I don;t know which option means no compression. Is someone able to tell me whether I actually need to do that?

 

My next attempt I'm trying is to make the facegen texture from 32bit CK which actually has a flesh color.

 

To date the follower is working in XBox except for blue face. I'm now assuming the blue face may be from the blue facegen 64 bit CK is making.

 

Has anyone succeeded in getting a non-vanilla folllower ported? I've tested my follower on PC SE and she looks fine with the CK generated facegen and her custom face but on the console side it's always blue. Everything else is fine on their end, armor, body and all. Someone from Beth site tried to help me but it turned out to be a video of basic instructions for exporting facegen textures....I've been doing that.

 

Thanks for any help you guys might be able to offer.


Edited by LordDirtnap, 14 February 2019 - 11:42 AM.


#2
justinglen75

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Hello, when you're about to upload to BNET from the CK 64 and your archive list is displayed, are you manually drag n dropping the facegeom NIF and facetint DDS into the archive list? If not then you have to include those files into the upload since the CK64 will not auto-include those files. Forgive me if you already knew that :smile:

 

But before you drag n drop those files make sure you remove the CK64, auto-generated facegen data (the facegeom nif and the facetint dds) and replace them with your originals. Can do what I do and save a 7Zip archive file of my originals in the same directories/folders so that when the CK overwrites the files (which happens every time you save) you can just delete them. Then extract your archive files to restore your originals. While the archive list is open, drag n drop the two files mentioned above into your archive list. Forgive me again if you already know that too, hehe.

 

If I'm not mistaken, usually a blue face means there's a missing texture -- a particular texture's location path within a nif (ie. facegeom nif file) is looking for a texture that's not where it's supposed to be, and possibly got excluded from the archive list before you uploaded them to BNET. Double check that all textures were included.

 

Maybe check the post-SSE NIF Optimized-RM facegeom NIF file in NifSkope.

From Nifskope, you will want to check all the texture links/hard-codings (ie. BSShaderTextureSet) for each headpart within that nif file.

Make sure the texture pathway for the 7th texture path is pointing to your facetint DDS file. Rows 1-4 will be filled, 5-6 are blank and then 7-8 will also be filled.

In row 7 you should have something like textures\actors\character\facegendata\facetint\YOURMODNAME.esp\0000XXXX.dds

 

I never have to do that other stuff with the textures but can maybe try the DXT5 setting in the PS DDS plug-in.

 

I hope that helps you in someway. GL

 

BTW this is a great video for learning how to create standalones


Edited by justinglen75, 15 February 2019 - 02:24 AM.


#3
LordDirtnap

LordDirtnap

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Hello, when you're about to upload to BNET from the CK 64 and your archive list is displayed, are you manually drag n dropping the facegeom NIF and facetint DDS into the archive list? If not then you have to include those files into the upload since the CK64 will not auto-include those files. Forgive me if you already knew that :smile:

 

But before you drag n drop those files make sure you remove the CK64, auto-generated facegen data (the facegeom nif and the facetint dds) and replace them with your originals. Can do what I do and save a 7Zip archive file of my originals in the same directories/folders so that when the CK overwrites the files (which happens every time you save) you can just delete them. Then extract your archive files to restore your originals. While the archive list is open, drag n drop the two files mentioned above into your archive list. Forgive me again if you already know that too, hehe.

 

If I'm not mistaken, usually a blue face means there's a missing texture -- a particular texture's location path within a nif (ie. facegeom nif file) is looking for a texture that's not where it's supposed to be, and possibly got excluded from the archive list before you uploaded them to BNET. Double check that all textures were included.

 

Maybe check the post-SSE NIF Optimized-RM facegeom NIF file in NifSkope.

From Nifskope, you will want to check all the texture links/hard-codings (ie. BSShaderTextureSet) for each headpart within that nif file.

Make sure the texture pathway for the 7th texture path is pointing to your facetint DDS file. Rows 1-4 will be filled, 5-6 are blank and then 7-8 will also be filled.

In row 7 you should have something like textures\actors\character\facegendata\facetint\YOURMODNAME.esp\0000XXXX.dds

 

I never have to do that other stuff with the textures but can maybe try the DXT5 setting in the PS DDS plug-in.

 

I hope that helps you in someway. GL

 

BTW this is a great video for learning how to create standalones

 

 

I really appreciate you taking the time to respond! I did orginally replace the CK generated assets with my own before uploading but will try everything again, reviewing your information and will double check the .nif to just make sure. In my game she looks fine even with the lower res CK facegen texture (a little less fine, but not bad) .

 

When I uploaded having put my own facegen files drag/dropped into the mod package, the facegen went black after it "converted" the files and packed them. 

 

Nevertheless I feel it's always possible that I missed something. I had a scar on her face in the original RM export so I'm wondering if that is somehow missing on the 64 side of things.

 

I LOVE Skyla's videos! That is how I learned how to make custom standalone followers :) I'm moving right along with making them for Pc :)  

 

https://www.nexusmod...yrim/mods/96230

 

Thank you again!


Edited by LordDirtnap, 15 February 2019 - 05:14 AM.






Also tagged with one or more of these keywords: xbox, porting, se, follower, creation kit, facegen, textures

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