Color mismatch (FaceBody)

Post » Sun Jun 17, 2012 7:26 pm

joel's method ^ actually isnt meant for creating new npcs, for that you have to use the method along with a third party program

Oh, my bad. Carry on :)
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Sun Jun 17, 2012 5:07 pm

Is there any word on a "real" fix on Bethesda′s part yet ? I know that they are looking into it...any word when we might receive that update ? :)
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Mon Jun 18, 2012 12:29 am

Annoying bug, can't believe it still exists!
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Sun Jun 17, 2012 1:35 pm

Man, I was looking around the forums collecting ideas because I wanted to add a female sword and board redguard as a follower for my argonian (long story).

I think I'll just wait for now instead of hitting my head over it.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sun Jun 17, 2012 10:38 pm

Woot. I found a solution for my issue I was experiencing with certain NPC's getting a seam between the hair and face on the export method. Navigate to the facegen folder in textures and delete the data. what you need to keep is the mesh not the texture.

Ok Just tested it again and it does work for existing characters. This was a problem with lydia for me. When ever I changed her appearence in the CK I would either get the face tone mismatch to the body (without exporting facegendata) or if I did export I would gain this annoying seam between the hair line mesh and the hair itself regardless if hair was custom or vanilla. Removing the texture data from the export process in the textures/actors/facegendata/skyrim.esm folder removed the seam and maintaned the correct skin town for both.

This I believe will not work for new NPC's but I haven't tried it yet.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Sun Jun 17, 2012 3:48 pm

I've been having the same problem. I was trying to edit Ysolda in the CK to make her look like my character and was quite sucessful at doing so but her head and neck skin color is darker than her body.
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Sun Jun 17, 2012 4:24 pm

Unfortunately not. That's an issue we are looking into.
That's something I like hearing. I've been finding this issue to be pretty annoying myself.
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Sun Jun 17, 2012 4:33 pm

Glad i found this thread, i was going crazy not being able to figure out why all of my newly created Orcs had green bodies and dark grey faces!
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sun Jun 17, 2012 5:36 pm

Glad i found this thread, i was going crazy not being able to figure out why all of my newly created Orcs had green bodies and dark grey faces!

Hahah yeah, that's how I noticed the bug as well.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Sun Jun 17, 2012 7:19 pm

So is this also connected to my issue of creating a race from one of the other races but not being able to preview it? Such a weird set of errors lately.

No your issue i believe is when you copy an existing race you have to also set the Copy Data- Morph Race and Armor Race to the correct race you copy, then you will be able to preview them and see them in game.

Source on that they're working on a fix?

Yea the BGS guy in this thread that said they know and are looking into it .
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Sun Jun 17, 2012 4:06 pm

I was wondering what was going on, all of my created npcs had grey faces, regardless of what I put in the CK.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Sun Jun 17, 2012 8:59 pm

This is a bug of the game. Creation Kit is working properly. Need to wait for a patch for the game.
The game does not load from "...\Data\Meshes\actors\character\facegendata\facegeom\plugin name\..."
Same with the NPC created in other applications even before Creation Kit.
NPC from Skyrim.esm edited and exported (KTRL + F4) fine.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sun Jun 17, 2012 6:11 pm

I don't understand. It's not possible to create new NPCs with face textures that are correct? How did Bethesda make the ones that are already in the game? The creation kit was supposedly hyped as the same creation tools they use.

edit: sorry, I just figured out what Shoo is saying. You've got to be kidding me. How did the CS get released with no one noticing it couldn't load data from the override folders?
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sun Jun 17, 2012 2:55 pm

I don't understand. It's not possible to create new NPCs with face textures that are correct? How did Bethesda make the ones that are already in the game? The creation kit was supposedly hyped as the same creation tools they use.

Because Beth's NPC are all in Skyrim.esm. If you edit a vanilla NPC (either in the CK or the NPC editor) it creates a mesh file in \Data\Meshes\actors\character\facegendata\facegeom\skyrim.esm. If you create a new NPC, it puts the mesh file in it's own folder.

I also found that when you modify an existing NPC, the mesh file name that it creates matches its ID. I'm trying to create an NPC and in the CK, the ID is 010006d2, in the game the ID is 6700006d2 and the mesh file that is created is 0000006d2. All different.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Sun Jun 17, 2012 12:31 pm

I take it there hasn't been any further word on fixing this issue since Joel posted over a week ago? :-(

I guess I could always edit one of the left over test NPCs that came with the creation kit. I believe I can change his name and everything else... just not his ID.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Mon Jun 18, 2012 2:27 am

Very happy I found this thread. I'm adding a questline and have made about 20 NPCs so far before realzing that I was having this issue. Looking forward to a fix, Beth! :)
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Mon Jun 18, 2012 3:26 am

tks hardworking man and woman of bethesda i just created my new follower n it looks just like a follower to my like i was dissapointed that in game i couldnt get her warpaint n face cosmetics into the game she look pale a redguard with skin of an elf lol n i have spend all day looking for a solution till now ill be waiting for ya guys hope we get the patch soon tks for being aware of us the fans..
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Sun Jun 17, 2012 9:45 pm

Why can't we just move the files created in the \Data\Meshes\actors\character\facegendata\facegeom\plugin name\ to the skrim.esm folder? I mean I tested it and it didn't work, but why doesn't it if that's the problem?
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sun Jun 17, 2012 1:16 pm

for newly created NPCs the only workaround to get the face to match the body is to set the skintone slider to 0
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sun Jun 17, 2012 7:20 pm

What's the status on fixing this?
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Mon Jun 18, 2012 12:33 am

I created an npc with all the relevant changes.
Next i opened it with TesVSnip and saved it as an esm.
Then open that (semi) .esm with the CK, make some change (and undo it) and then save it. Now it is a true .esm. Close the CK.
Reopen the CK and load that .esm again, change your npc′s lipcolor to something really extreme (doesnt matter, as lip color currently doesnt show anyway) and set the interpolarity to 1.0.
Click on ok and then select the npc in your object window and press Control + F4. This should create your npc′s facegen data.
Even when you use an .esp now to make further changes, the face will always get showed properly :smile:

I hope this helps you and others...at least until Bethesda has fixed this. While you are at it, please also fix dirt and lip color :wink:
(and someone please tell me how to make followers go into sandboxing mode instead of waiting mode :wink: )

I have tried this and I was able to get a matching head/neck/skin texture in-game on my companion.

However, the hair color and other aesthetic customization done in the .esp before converting it to a .esm doesnt save in the .esm. It auto reset to some default setting (HoneyBlond hair color, etc.)

So, I am able to get the matching skin in-game but I am unable to customize the appearance at all. I tried using a .esp that only changed the hairstyle/facial hair/hair color/etc and it work but i'm back with a grey face.

Am I missing something?

EDIT: Got it to work somehow. Trying to figure out how to use warpaint now. =)
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Sun Jun 17, 2012 8:29 pm

  • Create NPCs in esp
  • Convert esp to esm
  • Load esm as active file
  • Open actor window for one of the actors and click Okay (no need to make changes)
  • Save. It is now a master file.
  • Select the actors you want to export facegendata for
  • Ctrl+F4 and click Okay
  • Close and don't save
  • Test in game
Blah, you figured it out while I was typing.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sun Jun 17, 2012 1:27 pm

+1 for making it clear as water :wink:
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Sun Jun 17, 2012 10:29 pm

I'm happy that I found this thread! :) waiting for official fix now...
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Mon Jun 18, 2012 12:24 am

  • Create NPCs in esp
  • Convert esp to esm
  • Load esm as active file
  • Open actor window for one of the actors and click Okay (no need to make changes)
  • Save. It is now a master file.
  • Select the actors you want to export facegendata for
  • Ctrl+F4 and click Okay
  • Close and don't save
  • Test in game
Blah, you figured it out while I was typing.

And how i Convert then because i try Wrye Bash - Skyrim and it convert them as ESM MASTER File
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

PreviousNext

Return to V - Skyrim