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What's need for Player Only Body?


DaemonGrin

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What do I need to do in order to lock a body to player only? I assume I have to create a new race but are there any tips or tricks to it? Like if I want it to be Caucasian I would dup the race, or Asian etc? Or does the can be any race have some function?

 

Thanks,

Geoff

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You could try the custom race mod.

And then add what ever body meshes and textures you wanna use with that. ^^

 

Thanks for the mod recommendation, but I don't need everything it offers. I intend to make this a personal mod that is compatible with FCO and it's just easier to start fresh than edit someones mod that changes more than I want too. Plus better learning experience!

 

Thanks,

Geoff

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I think you can just duplicate a race, yeah. Then assign it your own meshes and textures there in the race window, just make backups because race editing is finicky. For instance, by default the GECK will always leave the African American race with an edit that you need to clean with xEdit.

 

I don't think the race matters much game-wise - it mostly just affects your looks, as far as I know. Good luck. :)

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I think you can just duplicate a race, yeah. Then assign it your own meshes and textures there in the race window, just make backups because race editing is finicky. For instance, by default the GECK will always leave the African American race with an edit that you need to clean with xEdit.

 

I don't think the race matters much game-wise - it mostly just affects your looks, as far as I know. Good luck. :smile:

 

You ain't lying! Every time I just open the race menu I touch nothing just look at things and exit it "save changes to African American race?" I want to make GECK into a real person and slap it!

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I make custom races all the time. If you want the race to be similar to an existing race, then the easiest thing to do is copy that race. In other words, if you want to make a custom race based off of the caucasian race, then just copy the caucasian race.

 

You can use your own body meshes and/or textures. For textures, generally, you need to have the dds for the body texture, along with the _n and _sk files (normal and specular maps) in the same folder somewhere in your textures folder. The body mesh can sit alone in a folder in meshes. If you make custom hands, you need to include both the first person and third person meshes and textures or very weird things will happen. And again, you need to make sure your _n and _sk texture files are in the same folder as your custom hand textures. For most simple types of retextures you can just copy the old _n and _sk files and use those without modifying them. But they do have to be there.

 

If you do a custom head, it also needs the _n and _sk files, and you also needs the egm file. Again, if you are just doing a retexture, you can copy the old _n _sk and egm without modifying them and it will work fine.

 

You'll probably want to put the body, hand, and head stuff all in the same folder (well, one folder in meshes for the mesh stuff and another folder in textures for the texture stuff). They don't all need to be in the same place, though. All the body stuff needs to be together, all the hand stuff needs to be together, and all the head stuff needs to be together, but if you have body stuff in one folder, hand stuff in another folder, and head stuff in yet another folder, that works too.

 

First, copy your race, then exit out of the race screen and save it. Then go back into it and edit your custom race. If you don't do it this way, sometimes it will lose your changes to the meshes and textures (stupid GECK...). Then, exit and save that.

 

Now exit the GECK completely. Open the GECK again, and click on details for your mod. Any race that you even touched or looked at will be marked as changed (again, stupid GECK....). Since by default the race options opens up with the african american race selected, that one ends up flagged as changed, and appears in your mod. If you copied the caucasian race, the original caucasian race will be flagged as changed and will be included in your mod, even though you didn't change it. If you accidentally clicked on caucasian old and then clicked on caucasion before you copied it, then both of those races will be flagged as changed and will be in your mod. Stupid, stupid, stupid GECK. So open up the details list for your mod, select each race that you didn't want to modify, and press delete to mark that record as not to be loaded. Then close the details list and open up your mod and immediately save it. That will get rid of all of the extra races that shouldn't be in your mod and will prevent your mod from conflicting with other mods you may have that also modify races.

 

There are other ways to clear out the unwanted edits in your mod (such as xEdit that Jokerine mentioned, though I personally have never used it). The method in the above paragraph doesn't need any additional tools. You can do it all in the GECK.

 

If you want to use custom hairs with your custom race, those hairs need to be included in your mod, or included in an esm that your mod uses. You can't load up an esp that has the hairs and just use them in your race. The GECK will let you do that, but it won't work. What you can do is load an esp that has the hairs you want, and then you can make copies of those hairs in the GECK. Important note: save your mod with the new hair copies, exit out of your mod, then load your mod again without the esp that you copied the hair files from, so that the only hairs available are the ones in your mod. Then, add the new hairs to your custom race. If you add the hairs while the other esp is active, it can screw things up. The same goes for custom eyes.

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Awesome, Thanks MadMongo! Nice quick tut. I used FNVEdit fairly often. I tried the gecks edit one time before but not knowing all the tricks to it I got tired of scrolling through the huge list (was a big mod I was building) so got used to FNVedit was easier to navigate to the things I was looking for.

 

Again Thanks,

Geoff

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