Megahypernova Posted February 22, 2016 Share Posted February 22, 2016 hey, i was wondering if someone could make it so the red eyes from the seranaholic mod (v1.5) was the default eye for all vampires? thanks. Link to comment Share on other sites More sharing options...
Megahypernova Posted May 6, 2016 Author Share Posted May 6, 2016 Bump? Link to comment Share on other sites More sharing options...
Syntia13 Posted May 9, 2016 Share Posted May 9, 2016 Hmm. I'll see what I can do. Give me a few days. Link to comment Share on other sites More sharing options...
Syntia13 Posted May 15, 2016 Share Posted May 15, 2016 Hey, I did a thing. I'm not sure it works. Creation Kit has been acting up lately; first it started crashing, now it refuses to let me drag additional files into the 'create archive' box;I had to make bsa file using the old archive.exe, so I'm not sure if it'll even work, but I'm too tired and frustrated to do any testing today. Hope it works: http://www.nexusmods.com/skyrim/mods/75651/? Link to comment Share on other sites More sharing options...
ZeroSbr1 Posted May 16, 2016 Share Posted May 16, 2016 Can't you just take the eye texture and rename it to eyevampire01 and eyevampire02 and put them both with the rest of the eyes? I'm pretty sure it's that simple. Link to comment Share on other sites More sharing options...
Syntia13 Posted May 16, 2016 Share Posted May 16, 2016 Can't you just take the eye texture and rename it to eyevampire01 and eyevampire02 and put them both with the rest of the eyes? I'm pretty sure it's that simple.It would be true in case of werewolves (in beast form), because the all use the same model which game puts together as it goes.With vampires, there are two problems:1 - majority of vampire NPCc instead of humanvampires use humandemon eyes (the fully black) ones, and I didn't want to mess with those, as I'm not sure what else uses them;2 - all NPCs that belong to playable races have pre-prepared nif and dds files for their heads, packed in skyrim.bsa; they take precedence over loose texture files. So if you want to change appearance of existing NPC, you need to change it in CK, and export facedata (ctrl+4) to create new nif and dds, which will override the ones from bsa.And yes, that concerns both named NPCs and generic bandits/guards/whatevers that get randomly spawned. I found that out while making a DarkNords mod. It took me a while to realize why people who where properly brown in CK, in game were wandering around with brown arms and white faces. ;) Link to comment Share on other sites More sharing options...
Syntia13 Posted May 24, 2016 Share Posted May 24, 2016 Can't you just take the eye texture and rename it to eyevampire01 and eyevampire02 and put them both with the rest of the eyes? I'm pretty sure it's that simple.[...my long post about why it isn't that simple...] Huh. You know, after typing my long-winded answer I started thinking about it some more, and the more I thought the more doubts I had, so I went and checked and it turns out, you were right. The exported facegen dds only stores skin tone and tattoos, not eye color; so just dropping appropriately named textures in the right folder does change eyes in-game, even on playable races.So the 'mod' only needs two texture files and a tiny esp that makes sure that all vampires use the 'right' kind of eyes. It IS that simple. :) Link to comment Share on other sites More sharing options...
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