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Everything posted by braknar
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SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Perfect timing. My brains turned to cream corn long before I even posted that last message. I gave up around the same time. Thanks again for taking the time and effort to help! -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
So once I extract the bsa and copy the files into the data folder I can delete the bsa basically? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
I did. I just didn't know how/when the new one was created. I guess it happens when you save the esp...? Im sorta confused on that but what matters is that the citrus femalehead.nif is now in the .bsa so there's that. I'll keep playing with this for a bit. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Ok I might be on to solving the problem. I openned the mesh in 3ds max and re-exported it. The new citrus high poly mesh looks just like the other one in nifskope. But do you know how to 'unzip' a bsa and re'zip' it? I think I need to insert the new mesh into the citrus bsa for it to work. Incidentally how do bsas work? They are accessed every time the game loads right? Or are they a one time necessity when installing the mod? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Ah ok I guess that's officially where this ends. Could you tell me where you're viewing these differences? Nifskope? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition This link goes over the process of updating an old mod to SSE and it mentions "This will save the esp file in a format that works fine with SSE. For NPCS, it also will create/update the facegen data (meshes and textures) of the NPCs added or modified by the mod. There is no need to use the CTRL+F4 keys to do that." happens just by saving the esp. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Thanks a ton for your time! I appreciate it. I did solve part of the problem though. What I didn't know was that in order to save an esp you have to change something then change it back for the ck to think it 'worthy' of saving. I did that and the folder was created but even still when exporting facegens I the ck only exported one .nif and one .dds 000B2E11. Was there something else I needed to do with the bsa? I just read something saying there's a recompiler or something in the new ck? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
This is a vid of me trying: it's about a minute. If you don't mind check it out and see if you can spot an error. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Z:\Games\steamapps\common\Skyrim Special Edition\Data\meshes\actors\character\facegenmorphs\citrushead - standalone.esp In this folder I have 2 inis. morphs and replacements. Is that what I'm looking for? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
I don't have that folder, 'cutrushead' in facetint or facegeom so we're narrowing down the problem I hope. I feel like an idiot but even after tweaking the ini I can't load more than one master. I'll try to solve that now. Solved that problem -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
That might be where I'm having a problem. When I check the properties of the facegeom folder it says I have 23 files, that can't be right can it? Shouldn't it be way more than that? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Also should I have skyrim ticked as a master file too? I tried it with and without. I ran the optimizer over the characterassets\citrushead .nifs still won't load. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Just to be clear could you specify which files I *should* be optimizing? facegendata/facegeom or character assets/citrushead? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
The esp has to be saved again in the 64bit ck....I think I did that step. I did the ctrl alt4, which like I said happened instantaneously which has me a little worried. Then I clicked File-save, then I even tried the File-push to pc option. You specified the 64bit ck, should I have used the 32 for any reason? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
A train trestle to be precise. I want to try to find out why putting a train in the game won't work. So I followed your steps but have a problem. I try to load the game but it fails. I have a feeling I might've screwed up a basic thing that you assume I'd know. I installed the standalone via NMM as to put the esp in the data folder. Then I copied the extracted meshes into the data folder. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Um...so I selected all the presets from ArgonianFemalePreset01 to the woodelves and clicked alt 4, clicked ok on the pop up to export and it finished instantaneously. Are the facegen things placed somewhere I can find them to verify? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Oh btw while we're on the head mesh subject would this be the same process to use the 'lady body' headmesh? It's like citrus but I think even more polygons. https://imgur.com/a/3cGpJ -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Thanks but in reference to 3dsmax I'm trying to import things with collision, large structures. So it's a bit different from armor. I see a lot of armor tutorials, well how to create one from within the ck from existing assets, but almost none on how to model something from scratch and bring it into the game. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Thank you very much! I'll give that a whirl now. Do you have experience adding models exported from 3dsmax? -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
I'm an extreme noob to the ck so I'd just do the standalone, better for performance anyway. But the preset stuff just goes right over my head. I'm not sure what you mean. Thanks for taking the time to explain :happy: -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
I'd really appreciate it! -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
I'm mildly confused. I'm trying to use citrus head mesh with the Special Edition. It doesn't work out of the box like other meshes for some reason. -
SSE Citrus or other high poly head for SSE?
braknar replied to braknar's topic in Skyrim's Creation Kit and Modders
Ok thanks, I did. -
SSE Citrus or other high poly head for SSE?
braknar posted a topic in Skyrim's Creation Kit and Modders
I tried running the citrus .nifs through the nif optimizer utility. But when I load the game I just get a black screen on save load. Thanks! -
I'm trying to put some objects into the game I created in 3d studio max. I've gotten so far as exporting them out as .nifs. But I'm wholey ignorant of the process of putting them into the game via the ck. I tried but just got some sort of 'invalid' marker and a red exclamation mark representing the object. Thanks!!