HighMonarch777 Posted December 19, 2017 Share Posted December 19, 2017 Hi, I'm almost finished creating my personal use mod. I'm trying to edit Scouts-Many-Marshes in the kit (I'm trying to turn him all blue), but it's like the face pieces are labeled wrong or something. When I try to edit the color of the cheeks or anything else a lot of the options change something totally different. For example, when I try to edit the color of the chin or neck Scouts' face turns almost completely blue. (I want his face and body to be all blue) Another example is that on several parts of the face when I lower the "extrapolation" completely to zero on even just one of these parts Scouts' face turns almost completely white. His body skin tone and hair color are not affected by these problems. I kept readjusting the color on everything until I managed to get his face almost completely blue, but I can't get the white triangles on his cheeks to go away. Another problem I am having is that his lips move when he talks in game, but the whole inside of his mouth just floats. (Including his tongue and teeth) This can also be seen in the kit. I'm not sure if the mouth problem is because of my creation kit, Brutish Argonian Males (One of the mods I have), or some other factor. The face color editing problem is still present even when editing a vanilla argonian head mesh and when editing all other types of NPCs. A screenshot of what I'm talking about is below. I would really appreciate any help or suggestions given. I tried searching the internet for several hours now, but I can't find anything yet. I will continue looking for a solution to these problems in the meantime. Thank you. Link to comment Share on other sites More sharing options...
HighMonarch777 Posted December 22, 2017 Author Share Posted December 22, 2017 (edited) After doing a lot of research it seems the "floating mouth" problem has something to do with the mouth tri file. I haven't figured out what the problem is yet. I managed to finally make the white triangles on Scouts' cheeks to go away but the white "spot" jumps to a different location (for example turning his chin white) when I keep adjusting the sliders I make the white spot eventually go away, but it jumps to another location. It keeps doing this. I managed to save a copy of the esp with Scouts being almost completely blue except for the white stripes on his neck. I tried to get rid of it lowering the extrapolation on "Stripes 4", but I can only make the stripes very slightly visible, but not gone at 0.1 extrapolation. When I lower it completely to 0 Scouts' face turns completely white. This is a VERY frustrating problem. When I first open up the creation kit I get these errors described through this link along with the same errors with argonians and khajiit. https://forums.nexusmods.com/index.php?/topic/5058675-missing-facegen-tint-map-etc-when-editing-vanilla-npc-in-se-ck/ This seems to affect all NPCs I've done test editing on. (I really only want to edit Scouts) The creation kit's "character gen parts" texture and extrapolation settings seem to be doing almost completely random things that they're not supposed to do. I've watched tutorial videos on what happens while editing NPCs. I already knew how to edit NPCs, but I watched them in case I was missing something. I made the title of this forum topic initially thinking it was only a problem with argonians, since I found information about the argonians being bugged in the creation kit for oldrim. Unfortunately the bugs described don't describe my problems. Please can anyone make any possible suggestions to fix these problems. I'm seriously thinking about finishing the editing on Scouts some other way if there is another way besides the creation kit. My creation kit appears to be EXTREMELY unreliable when editing NPCs. I tried searching the internet for 2 days with no success. Any suggestions would be greatly appreciated. Thank you in advance. Edit: I forgot to mention when selecting a color or trying to edit the face in any way the things described below have the possibility of happening. 1. Absolutely nothing happens. 2. Turns a completely different part of Scouts' face into the new selected color or a completely wrong color from what I selected. 3. Turns the correct part I've selected into the right or wrong color from what I selected. 4. Turns Scouts face into a completely wrong color. Never completely blue so far. (Blue is what I want) I got several other colors though. Edited December 22, 2017 by HighMonarch777 Link to comment Share on other sites More sharing options...
HighMonarch777 Posted December 22, 2017 Author Share Posted December 22, 2017 FINALLY made some progress! I ended up having to edit the dds file some other way. I colored the dds file blue directly without the creation kit by converting it to jpg by downloading a converter. I had to use a different converter to convert it back to dds. It worked! Scouts doesn't have any white spots or stripes on him anymore. He's all blue now. :smile: Unfortunately, I still have to look into what is causing the "floating mouth" problem. It likely has something to do with the mouth tri file, but I'm not sure what yet. Link to comment Share on other sites More sharing options...
HighMonarch777 Posted December 23, 2017 Author Share Posted December 23, 2017 I checked the other argonian brutes in the creation kit and they all have the floating mouth problem to. I'm using a version of the argonian brutes mod that only consists of loose mesh files with no esp. I use that version for all the other vanilla argonian males, but with Scouts I needed the version with the race parts and the esp to be able to make edits on him. (Turning Him all blue and changing his "weight" to 100 instead of the vanilla 50) I converted all of the Nif Files using the Nif Optimizer and everything works except Scouts is the only one with the floating mouth problem. Do I need to do something with the tri file to make it work with SE? I read on the internet that it would be converted with the Nif files with the optimizer. (I checked the head part box, before the conversion started) Link to comment Share on other sites More sharing options...
HighMonarch777 Posted December 26, 2017 Author Share Posted December 26, 2017 I finally fixed it! It turns out all I had to do was delete the brute argonian mouth from the additional head parts and replace it with the vanilla argonian mouth. There doesn't seem to be a difference between the two, except the brute mouth is super bugged for whatever reason. I REALLY didn't think it would work, because of the different head mesh. I tried this as a desperate attempt to fix the problem and EXTREMELY surprisingly it actually worked. Scouts' mouth works perfectly now. Everything is exactly the way I intended. Consider the thread closed. Link to comment Share on other sites More sharing options...
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