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Yes @Grospolina, I'm merely suggesting that savepcface be used prior to nif merging. Apachii hairs can be imported to your own mod via copying the necessary files (there are separate tutorials for that). If you know why even with the savepcface and nif merge used the face still isn't accurate, let us know!
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I figured something out that kind of helps... since I am running into this problem as well, and STILL haven't found a 100% working solution, but I did find that once you have sculpted your character in RaceMenu, use the console command and then importing that data in CK. To clarify, When you open your character in CK there is the tab where you select warpaints and scars and colors etc, there is an "Import" button at the top. By clicking that you can import the face geometry and that will give you a much closer result. However, I still haven't managed to figure out why any of the sculpting I do in RaceMenu isn't also transferred. It's very very close, but not 100%. Still looking for a solution that doesn't require me opening NifScope and sculpting it there XD There is also the matter of "headparts". RaceMenu has a TES5Edit script you can use on your plugins to generate additional headparts that should make the transfer more complete, but I find I am still not getting all the headparts to transfer, usually scars and ApachiiHairs and stuff, but that's not even a main concern for me. Edit: One more thing that many tutorials fail to mention that when exporting nifs with RaceMenu, or similar, your character should be naked. All armor and weapons etc unequipped. Apparently they can interfere somehow.
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Patch 1.21 Bugs and Unique Roach Mods
Feradiera replied to Feradiera's topic in The Witcher's The Witcher 3: Wild Hunt
Alright. I've been able to figure a couple things out in case anyone else is looking into a real fix. 1. The missing tail (and mane!) are caused by the new horse armors in Toussaint, since they both need to become invisible for the armor to work. 2. Instead of using the normal bodies and entities (w2meshes and w2ents), Roach uses 'horse_mimic' bodies and entities, which makes the horse's head a separate part from the body. You can see the usual animations are slightly different, because Roach's mouth never opens during the animation. 3. I have been able to load a tail now by messing around with the horseManager.ws, unfortunately, it's the braided tail from the new armors instead of the tail Roach should be using. 4. I am able to get the mane back by equipping and then unequipping the horse armor/saddle, but the tail is still missing. Also the mane disappears again if you go away from Roach and call/spawn her again. Hope someone else is looking into this issue. I'm very new to scripting and I'm not sure what I can do to spawn the proper tail. I've also looked into the horse item xml's and w2ents for vanilla and B&W. -
Patch 1.21 Bugs and Unique Roach Mods
Feradiera replied to Feradiera's topic in The Witcher's The Witcher 3: Wild Hunt
Some possible fixes for now: -use AMM to load the tail -OR- -use console to kill Roach and bring her back, tail should return. FatalDaysForCannonMeat -
Patch 1.21 Bugs and Unique Roach Mods
Feradiera replied to Feradiera's topic in The Witcher's The Witcher 3: Wild Hunt
Quoting some posts from my mod page here so I can remove the clutter: Anita158 RADxJ Holunderseife Chadonraz Lisalv Forgg ToolElven Rinunique ElvenChaos LadyZenyatta Aesir23 Ok I think that's all of them. Sorry for deleting those guys, just better to have one thread for discussion since this may or may not have anything to do with my mod. Either way, I am in the process of updating, it just takes time. Please be patient! :] I want my Roach's tail back too. -
Hey guys, I have started a forum thread here so we can report and discuss any findings related to the terrible missing tail and the persistent unicorn Roach. Please post anything you find here related to these issues, and others too if they arise (assuming they are possibly related to Fera's Roach Variants and the Unique Roach mods).
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Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Interesting, the trial I did for mane and tail with the rainbow colors has been removed...? I don't think the redcloth file does anything for the color of the tail, just regulates animation, but any time I edit color variables for the tail mesh, it just disappears completely. I've been checking it out on both wild horses in White Orchard and the Skellige wilds near Rannvaig. rootcolor_brown may also affect the non-HW mane, which might be why it's difficult to get very light colors. Maybe we need to try editing both the mesh and the rootcolor for optimum results. I haven't tested this yet. That half tail is interesting. I'm wondering why it is missing the connecting point of the tail, but figuring it out might open up the option for a two-toned tail. You change two variables for the tail, but do you leave the pbr_hair the same? Maybe you need to see what pbr hair file (or Base Material) is connected to t_01_hd__dark by default, and use that instead? -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
any of you guys have a properly uncooked engine\materials\graphs\pbr_hair.w2mg , or any of the other files in that folder? *fingers crossed* -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Can you export them with one of the GUI's? maybe they have a built in thing that knows what file type to export as -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
I noticed that when trying to cook the mesh file for the tail, that it doesn't cook. It says the input file doesn't exist. I looked into the xml, and one of the xbm's it's attached to is characters\models\common\textures\hair\detailshift_hair_01.xbm but when I try to export it, it fails. Mine is 44KB, and I think it's an incomplete file, which might be part of the reason why it isn't working. Another texture file that the mesh is connected to is characters\models\animals\horse\draft\model\t_01_hd__dark_n01.xbm, as we expected, but recoloring that texture alone leaves a less than desirable effect: http://i.imgur.com/gEeyLgH.jpg The detailshift_hair is the "SpecularShiftTexture" and editing that might make the tail look better. Editing the Specular and Variance color values inside the xml doesn't seem to do much here, and it isn't connected to rootcolor_brown. -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Ah yes, the infamous "spagetti tails" http://i.imgur.com/6458XWR.jpg This is what happens when I try to edit the tail texture as a tga lol... stupid Photoshop! :P -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Neyjour, when you cook and pack a mod, do you delete the old Cooked data first? I think it might help with some of the glitches. I noticed in wcc_lite when I'm cooking a mod, if I haven't deleted it in a while it shows that it it's working with a ton of files instead of just the few it should be doing. Then it might have some failures when the right files aren't in the working folder. Also, rule number one in modding (I learned this the hard way in Skyrim): Always use a "clean" save when testing mods. -or an extra save after your normal game save, to make sure you always have an uncorrupted save to fall back on. :] -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Nope, it seems like mine haven't uncooked :| -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Mine are also only 1 KB :[ -
Questions about Roach's body textures
Feradiera replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
I've had very few glitches, one when loading a game in White Orchard at lvl 24, Roach was wearing her gear even though it was in my inventory. The blocky hair is just the LOD meshes. If you open up the meshes in your viewer, you should be able to separate it into 3 different ones with different Levels Of Detail. It's a lot more apparent after turning off HairWorks, and it's why it "fixes itself" when you get close. Also, check out some of my horse mods, I edited rootcolor_brown to a teal color for Wraith, because with HW turned on it shows on the bottom half. Most light colors didn't seem to show up though. I haven't tried it with HW turned off or an xml edit yet. If you go back to White Orchard, there are some wild horses east of the Mill :] The simple 03 texture is for the light gray horse, and doesn't show up on Roach (see the screenshot I posted earlier with the wild horses). Edit: Also had a couple glitches after testing the unicorn mesh... Roach was a unicorn again a few times even when I hadn't cooked the mesh into the mod I was testing