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triptherift

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Everything posted by triptherift

  1. IIRC, bsl files just tell the unpacker what is in the bsa. So you don't need it, I've always just deleted them when they get generated by the bsa packer. So there is another issue - maybe a custom skeleton or other hdt body type?
  2. What Peter said. I was able to get my custom Racemenu facegen sculpts working perfectly in SSE by simply setting a vector flag "has tangents". Thanks to idioticidiot for the find :happy:
  3. Confirming that idioticidiots fixes do indeed work in game. Sweet find, so kudos.
  4. Just curious, does Nifmerge just do the morphs or was it changing out the Ninode types as well? I'm guessing the latter. I'd like to keep those new SSE types intact for obvious reasons.
  5. I'm thinking maybe we need a new Racemenu that exports the facegen in the correct format first?
  6. You might try extracting the bsa first. I use bsaopt for that. If the follower is crashing the game it probably is using a custom skeleton. My problem is that all of my custom Racemenu facegens are all broken - the eyes, mouth, brows, and in some cases hair, are all invisible. So yeah, I'm kinda f'cked at the moment.
  7. Looking for a solution for this myself. All of my follower mods are broken like this.
  8. The nif file structure looks a lot different in SSE. They have consolidated node types and pretty much anything that has extra data nodes are broken in my experience. I'm having all kinds of problems myself. We need a converter tool I guess. Fixing them manually, ugh...
  9. Actually, that is one of the fixes I noticed - the z-fighting appears to be gone around Whiterun @4k screen resolution and AMD 295x, Ultra settings. I go back to the original game and whoop there it is.
  10. Facegen nifs are problematic. My character creations all have missing eyes and mouth mesh. The hair is missing on most as well (KS or SG, don't remember the sources). Here is the nif comparison between Skyrim and SSE facegens: Old (12) BSFadeNode NiNode NiTriShape NiTriShapeData NiSkinInstance NiSkinData NiSkinPartition BSLightingShaderProperty BSShaderTextureSet NIAlphaProperty BSDismemberSkinInstance NiAdditionalGeometryData New (10) BSFadeNode NiNode BSDynamicTriShape NiSkinInstance NiSkinData NiSkinPartition BSLightingShaderProperty BSShaderTextureSet NIAlphaProperty BSDismemberSkinInstance NiAdditionalGeometryData was used for the eyes, but I'm not understanding what the other issues are yet. Regenerating them in the CK is not an option, since they were created in Racemenu.
  11. Haven't seen that yet, but personally I'm staying away from mods for awhile. I'm seeing too many changes in the file formats, and I'm not too sure if anybody really knows what they all mean yet. The meshes are quite different in particular and are some weird hybrid version between Skyrim and FO4. I think the tool makers are still trying to sort things out. I know my favorite mods, either my own or by others, are all broken and unusable.
  12. Might be awhile before custom facegen NPCs (I'm talking about those that weren't just made with facegen sliders, i.e. using either Racemenu/ECE) get converted. They changed the facegen nif format to something halfway between Skyrim and FO4, and some type of converter will be needed. If you open them up in the SSE CK, it will happily generate a new horseface-looking facegen for you in the new format.
  13. Go to the Beth launcher. You will have to make an account/install it if you haven't already. In the launcher, go to enter code. The key needs to be entered in lower case, why they give it to you in uppercase is beyond me. The codes still work, just downloaded this evening. Not that it did me any f'ing good to do so. They changed the facegen nif file format, and all my custom Racemenu created head meshes are porked. Unless Beth releases a nif converter tool, or I can figure out how to do one myself, my mods won't be coming to SSE.
  14. Water uses a new type of flow flag from what I hear. Unless a water related mod has been run through the new CK, you are going to have problems. Are people uploading these kind of mods without knowing this, or are you just shoving old stuff in the game?
  15. Why would anyone want to do in post processing what they could do in the new shader engine? To each his own, but I only needed ENB in the original to help fix the memory issues and the horrible shadows, and I'm really thankful for that. The rest of the stuff (lighting, contrast, tinting, etc.) I could take care of with default game shader edits + texture mods. SSE is a COMPLETELY different starting place and from what I'm seeing in my SSE game so far I expect to just tweak everything with shader and texture edits and potentially not need ENB at all. But then, I'm not a screen archer, I just play the game at 4k and need it to be smooth. I'm so happy those damn z-fighting mountains are fixed now, but WOW seeing those ugly-ass people AGAIN in such a beautiful world setting is...painful.
  16. It would be helpful if Bethesda would release the Creation Kit to the rest of us modders. If you weren't one of The Favored Few, well tough sh*t.
  17. The neck seam is because you have a mismatch between the weight of the head in the facegen and that of the body, which is set in the esp file. The different color head and body can be caused by several different issues - but it's probably a tint and/or texture mismatch. I'm guessing that when you did the merge, you overwrote the link to the tintmask and possibly the head texture as well. You will need to crack the nif file open in Nifskope to check the texture calls.
  18. Having a background in Art has helped me. Then later I went into tech, so I just mash the two things together.
  19. This game is a giant sandbox to play in, to me. And I love to kick sand everywhere. If other people want to join in on the fun great, if not, I really don't care, simple as that really. I made a cow flinging catapult for myself. That kind of creative process is hard to explain, unless you are Terry Gilliam.
  20. Be nice if the separate mod folder feature of MO could be accomplished without having to run constantly while the game is running, but that seems impossible. Better yet, Bethesda reworks SSE so that it has a separate mod folder built in. You know, like most moddable games out there lol
  21. I'm not sure why anybody would want to stick around for the old version long term. The PC version was a creaky old console port when it was introduced, and is held together today with bubblegum and bandaids thanks to some savvy coders. Going from 32 bit to 64 bit just says it all really. I'll definitely take my time with the move (I'll let others be the beta testers), but I won't look back when I do. I seems at first glance that this is a new game, so new section for it, but we'll know soon enough if that makes any sense.
  22. In response to post #40805600. They already have one. Version 0.56.1. Been using it for a long time and it works perfect for me, but then the stuff you list is all I need.
  23. My main motivation was the way the game made NPCs faces look like the walking dead (especially during mid-day periods) - grey and lifeless. I didn't think I was ever going to find a fix for that one using the game shading engine. And before someone asks, the screenshots say enb because I use ENBoost for memory management.
  24. Been working on this for months. I hate the lighting in Skyrim, and can't run ENB presets without killing framerates. I run the game at 3840x2160, because once you've seen that, there is no going back. I tried ReShade, etc and got nowhere. So I started looking at every mod that tried relighting the game using the engine, and found by using bits and pieces of different mod settings as a starting point and tweaking, I could get a really nice look with no frame rate hit whatsoever. Still a WIP, but it's looking pretty good so far IMO.
  25. It's in a folder structure and named like this: actors\character\facegendata\facegeom\*Your_Followers_esp_File_ Name*.esp\*ID_#*.nif The tint mask is in a similar folder structure (facegeom becomes facetint) in the textures folder. I'm hoping you know how to merge the Racemenu or ECE nif export with the CK export. If not,she is NOT going to look like your character - she will have the standard Skyrim female horse face...
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