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Constant errors preventing facegen export


Kabunouveau

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I'm converting a few old mods by others for my own personal use in SSE. Should be fairly simple. Export facegen data, re-save ESP. Only problem is I'm getting CONSTANT errors every time I try to export facegen, errors like "MODELS: Could not find model ___.nif" and "FACEGEN: Non-skinned facegen part ____.nif" and the strange, mysterious "TEXTURES: Should have been converted offline," also some errors about missing facegen tint maps? I hit Yes to All, then the CK stops working and I have to kill the program.

I know the very bare basics of modding but this has never happened to me before, and I'm about to lose my mind over it. My guess is the fix is fairly simple and there's something obvious I'm not doing. Please help. :(

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Yep I downloaded the creation kit today and just went in to look at the npcs and how they look. Got the same error. All that I had loaded was skyrim.esm. Also on that note the npcs had no eyes.

Edited by skubach
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  • 2 weeks later...

same, nobody have a fix yet?

 

I've converted my bards mod and it wasn't necessarily easy. I had to figure some things out.

 

NPC mods that used the old RaceMenu plus NifMerge to make custom facegeom NIFs are not going to be compatible. You have to load the ESP and save it in the new CK. Do NOT press <ctrl-F4> and force an export of the facegeom. Then you have to copy over the old facegeom NIF and modify it to work with the new game. This involves adding the Has Tangents vector flag to all head parts except the head itself.

 

If you see a mod with particularly cute characters, that's how it has to be done (for now, anyway). Those faces weren't made with the old CK's sliders in the CK. They were made with RaceMenu or ECE. I don't know if this includes the Bijin series (I haven't checked yet to see how he made them). It will definitely include the majority of Asian NPC mods and a lot of follower mods.

 

FYI, after converting my mods, I spent almost a week trying to figure out why the heads were a slightly lighter shade than the bodies, no matter what texture set I was using. Then I removed my mods and all texture sets and looked at a vanilla NPC. All vanilla NPCs, both male and female, are also showing a lighter head than body, even when using the vanilla textures and NIF files. Nice job, Bethesda.

Edited by migal130
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  • 1 month later...

I've converted my bards mod and it wasn't necessarily easy. I had to figure some things out.

 

NPC mods that used the old RaceMenu plus NifMerge to make custom facegeom NIFs are not going to be compatible. You have to load the ESP and save it in the new CK. Do NOT press <ctrl-F4> and force an export of the facegeom. Then you have to copy over the old facegeom NIF and modify it to work with the new game. This involves adding the Has Tangents vector flag to all head parts except the head itself.

 

If you see a mod with particularly cute characters, that's how it has to be done (for now, anyway). Those faces weren't made with the old CK's sliders in the CK. They were made with RaceMenu or ECE. I don't know if this includes the Bijin series (I haven't checked yet to see how he made them). It will definitely include the majority of Asian NPC mods and a lot of follower mods.

 

FYI, after converting my mods, I spent almost a week trying to figure out why the heads were a slightly lighter shade than the bodies, no matter what texture set I was using. Then I removed my mods and all texture sets and looked at a vanilla NPC. All vanilla NPCs, both male and female, are also showing a lighter head than body, even when using the vanilla textures and NIF files. Nice job, Bethesda.

 

Could you perhaps make a video tutorial of this detailing the steps needed in converting a mod for Skyrim SE. The mod in particular I want to convert for personal use is the Rosa Round-Bottom follower mod.

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