SecretStash Posted December 17, 2008 Share Posted December 17, 2008 I've run into a problem where suddenly none of my characters have any in-game eyeliner/eyeshadow/liptone. I've created custom mods to alter both Clover and Cross and utilized some other's mods to get hair and eyes. (Though I'm fairly sure that the problem isn't coming from these since they don't do anything to the face.) In G.E.C.K., all my female NPCs have darkened eye sockets/liner, yet in game they (and my player character) all look like this: http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot12.jpg http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot9.jpg http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot8.jpg I'm not sure how long this problem has been going since I just noticed it when I started modding the NPCs. I previously had a problem where the NPCs' faces were not rendering how I set them and instead were rendered as combinations of my changes and original settings. I found this to be the result of my changing the character's race. I checked the "can be any race" box on the NPCs and that went away. They now match my face gen slider settings except for the makeup. :confused: Please help. Link to comment Share on other sites More sharing options...
SecretStash Posted December 17, 2008 Author Share Posted December 17, 2008 One thing I've noticed that may or may not be related, is that when using G.E.C.K. to modify an NPC's face, it's usually necessary to switch between the face, face advanced, and head option tabs. Although you can lock or clamp values on one tab while changing options within that tab, those clamps are removed as soon as you switch tabs. This means that you might get the geometry and texture settings just right, but when you switch to the face tab you notice that the age or complexion sliders are screwy. Sometimes just the slightest degree of change to these and suddenly *poof* all the texture settings are erased. (This includes eyeliner/eyeshadow/lips/etc...) I've tried playing with this in pure vanilla mode, with nothing else active, and only vanilla textures in place, and still it happens. I'm wondering if my eyeliner problem is therefore happening due to some minor tweak built into Fallout's mechanics, and that it's eliminating all my face texture settings. :confused: Link to comment Share on other sites More sharing options...
SecretStash Posted December 18, 2008 Author Share Posted December 18, 2008 Update: After playing with texture setting in launcher's advanced control menu I managed to get some eyeliner to show on Clover, but not Star. http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot35.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot17.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/ScreenShot16.jpg Makes me think that possibly it had something to do with my display settings. But it still doesn't explain why one NPC and not the other, and why it still doesn't render it the same as it does in GECK. Link to comment Share on other sites More sharing options...
jennibel Posted December 21, 2008 Share Posted December 21, 2008 I've been having this problem also. Any NPC faces I create or adjust with geck reverts to some sort of base texture in-game, which means no makeup, or any other tone adjustments. The eyeliner thing just happens to be most noticeable, but its more like none of the texture adjustments I make carry into the game. It's not because they revert within geck, though, as they preview pic always looks right. It just doesn't load with the .esp and I have no idea why. I've tried searching all over, but can't even figure out if this is always an issue, but others haven't noticed or cared, or just something specific to my setup. The closest thing to a workaround I've come up with is to use another NPC as a template, where I check the box for using their model/animations. I pick one similar to what I'm going for, but of course, that makes the new NPC look like a clone, since doing that prevents any adjustments, even to hair. I noticed the option for exporting facegen textures, and haven't tried that, because it seems to insist on exporting ALL of them, rather than just the one I want for the mod. Not even sure what that does, though, but had the idea that maybe the game doesn't render faces on the fly, but rather, has all those different texture variations for NPCs stored somewhere..? Link to comment Share on other sites More sharing options...
dimon99 Posted December 24, 2008 Share Posted December 24, 2008 I noticed the option for exporting facegen textures, and haven't tried that, because it seems to insist on exporting ALL of them, rather than just the one I want for the mod. Not even sure what that does, though, but had the idea that maybe the game doesn't render faces on the fly, but rather, has all those different texture variations for NPCs stored somewhere..? You noticed correct option and your guess is right,hehe. You press that damned button and chill for 15 minutes while GECK dumps ALL vanilla and ONE (actually four) file you really need into facemods and bodymods folders. Then you search for your files (search by ID) and delete 4000+ unneeded same as BSA vanilla bodymod/facemod files. Fun! Aternatively, you can put this line bLoadFaceGenHeadEGTFiles=1 into your FALLOUT.INI [General] section. Then face texture adjustments rendered real-time,you don't need facemod at all,you probably gonna get FPS hit of sorts,but if your NPC face SKIN TONE changed from original-you still have to press that lil "export facegen textures" button,dump all that crapload into your Data folder and then dig out that one tiny 32x32 file you need from bodymods/fallout3.esm folder. Needless to say,that if you had any customised facemod/bodymod files before that dump-they gonna be viped out-so don't forget to back em up prior to. That's basically all I know on this subject as of today, I really hope there's better way to export 2 tiny files...but I didn't find it...yet. Link to comment Share on other sites More sharing options...
SecretStash Posted December 25, 2008 Author Share Posted December 25, 2008 Thanks for the info. Please keep me informed if you come across anything new, hopefully simple, that can fix this. I'll also post here if I find a solution. :thumbsup: *Update* I used the bLoadFaceGenHeadEGTFiles=1 entry and achieved fantastic results. My NPCs look almost exactly how they do in G.E.C.K., and I suffered no noticeable drop in FPS. :biggrin: There are still very slight differences, but this is a vast improvement. Just look at the difference in the faces between the images in my first post and these. Thank you very much for that tip! :thanks: http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot37.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot38.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot40.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot43.jpgIt also makes playing around with facial items more fun:http://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot44.jpghttp://i451.photobucket.com/albums/qq232/Kevlar666/Fallout3/Fallout3%2012%2025%2008/ScreenShot51.jpg Thanks again. Kudos to you. Keep me notified if you hear of any new tricks/tools and I'll do the same. Link to comment Share on other sites More sharing options...
dimon99 Posted December 25, 2008 Share Posted December 25, 2008 Thanks again. Kudos to you. Keep me notified if you hear of any new tricks/tools and I'll do the same. Looking good now,good job on faces :-). I am rare guest on forums,best way to know what I am up to is probably here: http://www.fallout3nexus.com/downloads/file.php?id=1647 Because most new things I learn are reflected/implemented in a mod. And first thing I check when on Nexus is that space. Gonna bookmark this topic too. Oh,and difference in appearance beetwen GECK-Facegen menu-ingame toon-you just have to cope with it, it will be always quite different. If you check BSA- there's at least TWO female headmeshes - Headhuman(blahblah) and Facegen(blahblah) - I am pretty sure that facegen menu uses "facegen" mesh, quite possible,GECK uses it too. Plus of course GECK simply not able to render majority of ingame light/shadow effects. So it's always jumping back and forth,hehe. Happy modding,dimon Link to comment Share on other sites More sharing options...
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