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Fixing the neck gap in an imported head


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That's Bishop.

I used this imported head on him (https://www.nexusmods.com/skyrimspecialedition/mods/39842?tab=files&file_id=160513&nmm=1).

Then I used SOS and Tempered Skins for Males SOS Version: besides an almost imperceptible change in texture it was perfect.

The real problem happens when I change his weight (with the setnpcweight command) to 100: neck gap appears.

The imported head has weight set near to 75 or something.

How can I fix the imported head weight? I want to keep his body weight at 100.

 

Capturar.JPG

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Open racemenu ---> Change your weight to whatever the head mesh is ---> Import the head mesh ---> Now change your weight to whatever you want to be ---> Done

Ideally you will know what the weight is. Like if its a facegen of a NPC, check what that weight is in the creation kit or xedit. Otherwise you can just guess and repeat above process till you see no gap

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12 hours ago, Sphered said:

Open racemenu ---> Change your weight to whatever the head mesh is ---> Import the head mesh ---> Now change your weight to whatever you want to be ---> Done

Ideally you will know what the weight is. Like if its a facegen of a NPC, check what that weight is in the creation kit or xedit. Otherwise you can just guess and repeat above process till you see no gap

He's a custom follower, I can't use racemenu on him 😕

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2 hours ago, scorrp10 said:

Ok, from that file that you linked, which option(s) did you pick?  Old hair/new hair?   Old skin/new skin?

Bishop Redone: sexlab version - new hair 1

Thanks for helping

Edited by jean7391
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So, after installing whichever version you want (I assume new hair - new skin - beard):

Go to meshes\actors\character\facegendata\facegeom\skyrim romance animated.esp\, and copy 000012cc.nif from there to skse\plugins\chargen

Make sure you have High Poly Head 1.4 installed.

Run game, at main menu just open console and type 'coc qasmoke' to load into test area. 

In console, use command  'showracemenu'   (probably want to remove the helmet first)

Go to Head sliders, look for 'Face part' slider, and choose KLH_MaleHeadNord.

Go to Sculpt tab, F9 to import head, import 000012cc.nif.    Uncheck any pairs that are red.

Go back to sliders, make sure to set weight to 1.0

Back to Sculpt tab, F5 to export head, export as something like 000012cc_2.nif

Now, in NifScope, open both 000012cc.nif and 000012cc_2.nif.    

Copy 'Translation' for both NPC Head and NPC Spine 2 from 000012cc to 000012cc_2.

Rename 'KLH_MaleHeadNord' in 000012cc_2 to HPBishopHead

Copy all textures under HPBishopHead in 000012cc to same slots under head in 000012cc_2

In 000012cc, delete HPBishopHead branch (Ctrl+Del)

In 000012cc_2,  copy HPBishopHead branch (Ctrl+C), and paste it (Ctrl+V) under BSFaceGenNiNodeSkinned in 000012cc.

Save the 000012cc file, and copy it to  'meshes\actors\character\facegendata\facegeom\skyrim romance animated.esp\'

000012cc.7z

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In a nutshell:   In RaceMenu, make sure high poly nord head part is selected, import the facegendata head via sculpt tab, set weight to 1, then export the resulting head.   (It is likely going to look quite ugly, with beard, brows, and other bits clipping)   

In NifScope, in the exported file, rename the face mesh, copy the texture paths from original head's face mesh, delete face mesh from original head, copy-paste the face part from exported to original head.    

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1 hour ago, scorrp10 said:

In a nutshell:   In RaceMenu, make sure high poly nord head part is selected, import the facegendata head via sculpt tab, set weight to 1, then export the resulting head.   (It is likely going to look quite ugly, with beard, brows, and other bits clipping)   

In NifScope, in the exported file, rename the face mesh, copy the texture paths from original head's face mesh, delete face mesh from original head, copy-paste the face part from exported to original head.    

Thank you!! I'll do it as soon as I get home from work

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