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Color mismatch (Face/Body)


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#1
akbaa

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I just created a companion, but her face looks very dark in game, whereas it looks totally alright in the CK.
If i type in setnpcweight 0, her face gets restored to what i wanted her to look like...

Is there anyway to avoid this work around ? :)#

Also, whats up with the dirt on faces ? Wont work...

#2
jkruse

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I'm seeing the same problem. I edited a Dunmer that should be blue-ish, but her head is a standard peach skin tone. setnpcweight 0 didn't fix it either. Not sure if something extra needs to be tagged or what. I didn't even change the skin tone, just the facial structure. I anyone else seeing this issue?

#3
Alexander J. Velicky

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In previous games this was fixed by making your plugin a master file. Kind of lame this issue still exists and requires a fix. :shrug: (Assuming this is the same issue, and the right fix)

#4
cmatian

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Same issue. I'll try the master file work around and see if it works.

#5
cmatian

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Quick bump and edit. I tried the master file work around but it didn't yield any results for me.

For clarification, what are the exact steps for creating a master file again?

#6
Alexander J. Velicky

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Quick bump and edit. I tried the master file work around but it didn't yield any results for me.

For clarification, what are the exact steps for creating a master file again?

Well for Fallout: New Vegas, for example, it was to open the esp in FNVedit, and add the ESM Header Flag. Then change the file extension to .esm. I suppose use the Skyrim equivalent of FNVEdit and do the same thing?

Edited by Alexander J. Velicky, 08 February 2012 - 01:57 AM.


#7
cmatian

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Hmm. Well I used Wrye Bash to turn the file into an master file - also changed the extension to esm. Didn't seem to yield results. Could be doing it wrong though, again.

#8
Alexander J. Velicky

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Hmm. Well I used Wrye Bash to turn the file into an master file - also changed the extension to esm. Didn't seem to yield results. Could be doing it wrong though, again.

True, though that may not be the exact same issue anymore, as a lot has changed. Or perhaps just the solution changed. :shrug:

#9
cmatian

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Can't really seem to find a solution to this issue. One thing I noticed was that despite not even touching the skintone.dds value, the CK created a new skin tone - strangely enough, this skin tone was the same peach color I was seeing in game. Selecting another skintone didn't really seem to do the trick. It no longer defaults to the peach color in the CK editor (the option is still in the drop down), but the actual in-game skin tone is still peach. Very frustrated with this issue and, fingers crossed, I'm hoping Bethesda will apply a fix for this.

#10
cmatian

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Instead of creating a new thread I figure i'll bump this one instead.

Question: Can anyone else briefly experiment with editing an existing NPC (specifically skin tones), and report on whether they are having issues with the face tone not matching the body tone? Currently, my edits cause the NPCs to have a peach face tint whereas the rest of their body is normal. Not really sure how to proceed at this moment and the issue is really beginning to irk me.

#11
JoelBurgess

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Here's a technique that helps when modifying an NPC from the base game.
  • Locate some pre-existing NPC. I chose Hadvar.
  • Edit the Actor > Character Gen Parts tab. I decided to make a drastic lip color change
  • Click MaleHeadNord_Lips.dds in the left-sice "Face Tint Layers" list
  • Click "Select Color" - choose something extreme, like a neon green
  • Slide "Interpolation Value" all the way to the right (1.0)
  • Click OK
  • In the Object Window, find the base Actor you've just edited.
  • With the Actor(s) selected, press ctrl+F4. Click "Yes" when prompted to export.
  • This will create a DDS and a TGA in ...\Syrim\data\Textures\Actors\Character\FaceGenData\FaceTint\Skyrim.esm
  • Note: The TGA is not really neccessary, as the DDS should be uncompressed.
  • With these textures in place, run the game and test your NPC. Note that the plugin changes need not be saved.


#12
Darkon

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Does this technique also apply if you're creating a completely new NPC in your plugin?

Here's a technique that helps when modifying an NPC from the base game



#13
JoelBurgess

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Unfortunately not. That's an issue we are looking into.

#14
Darkon

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Glad you're aware of the problem and looking into it. Here's hoping for a fix soon! :smile:

Unfortunately not. That's an issue we are looking into.



#15
MrDarkSim

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This sounds just like the NPC Vampire head bug. Hert has this problem for a lot of people. I tried what Joel said on Hert and it did not clear up the problem. The npcweight command did though. Is there a command to get an npc's weight before changing by chance?

#16
akbaa

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It should be noted however, that resetting the npc´s weight via the console temporarily fixed the problem...until the next restart... :(

I hope you find a solution !! :)

#17
yougetagoldstar

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Having the same problem... and cmatian, DtG rules.

#18
akbaa

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Apparently there must be a way to export NPC face textures, as it is described in the wiki. With these textures, we could solve this problem easily.

http://www.creationk...C_Face_Textures

The function we are looking for is usually located int he character drop-down menu...problem is, that its not there this time. Is there some .ini tweak to enable it ?

Edited by akbaa, 08 February 2012 - 08:49 AM.


#19
Darkon

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However, note this from the wiki: New NPCs added by loaded ESP(s) will not be exported

So that still won't help those of us looking to add our own NPCs. :sad:

Apparently there must be a way to export NPC face textures, as it is described in the wiki. With these textures, we could solve this problem easily.

http://www.creationk...C_Face_Textures

The function we are looking for is usually located int he character drop-down menu...problem is, that its not there this time. Is there some .ini tweak to enable it ?



#20
Straton

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It should be noted however, that resetting the npc´s weight via the console temporarily fixed the problem...until the next restart... :(

I hope you find a solution !! :smile:



Not quite. Once you do that, yes the head goes to what it's normal color should be, but now the head and the body are vastly different colors. Or ay least that's what happens for me. :(

And thank you for the info Joel!

I'm also wondering if this was the reason I could not get new warpaint to show on NPCs?

Edited by Straton, 08 February 2012 - 10:45 AM.


#21
Adolon

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Thank goodness other people are having this problem! I wanted to make a blue Argonian but it wouldn't work!

#22
akbaa

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Not quite. Once you do that, yes the head goes to what it's normal color should be, but now the head and the body are vastly different colors. Or ay least that's what happens for me. :(

And thank you for the info Joel!

I'm also wondering if this was the reason I could not get new warpaint to show on NPCs?


I am not quite sure, if thats the same thing i am experiencing...although the lips seem rather pale ...

Here what you could try : Lets assume your characters weight is 30. You have to type in setnpcweight 30 ... nothing above or below that. Does that help ? :)

#23
SushiSquid

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I am not quite sure, if thats the same thing i am experiencing...although the lips seem rather pale ...


There's a reason for that.

#24
Axeface

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Same issue, I'm trying to change Mjolls head to one of my chars. In the CK it all looks great, but ingame she has a much darker head and no tattoo's, lips are not the right colour either.

So the weight reset will fix it? Trying it now.

EDIT: Cntrl f4 did it, cheers!

Edited by Axeface, 08 February 2012 - 01:23 PM.


#25
Zish

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I'm having the same issue.

I edited Faendal in the Creation Kit, and his facial structure shows up, but his face color does not match his body, and his tattoos do not show up either.

#26
Zumbs

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Quick bump and edit. I tried the master file work around but it didn't yield any results for me.

For clarification, what are the exact steps for creating a master file again?

With previous Bethesda modding tools, you could convert an esp to an esm. Assuming that the plugin is called plugin.esp, the steps are:
  • Rename plugin.esp to plugin.esm.
  • Open plugin.esm in CK/GECK as an active file.
  • Make an edit to some content in plugin and undo it.
  • Save the plugin.
Step 4 will set the esm flag. Note that you could not continue to edit the esm after saving. I have no idea if this will work with the Skyrim CK.

Edited by Zumbs, 08 February 2012 - 01:57 PM.


#27
akbaa

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Same issue, I'm trying to change Mjolls head to one of my chars. In the CK it all looks great, but ingame she has a much darker head and no tattoo's, lips are not the right colour either.

So the weight reset will fix it? Trying it now.

EDIT: Cntrl f4 did it, cheers!


What exactly did you mean with control F4 ? some sort of hotkey?

#28
Darkon

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I've found a (slightly ugly) workaround for this:
  • make a plugin containing only your NPC records
  • convert it to a .esm using tesvsnip
  • load it into the CK and follow the procedure JoelBurgess posted above to create the .dds and .tga files
  • make the rest of your mod as a .esp file with the .esm you just created as an additional master
Using this method the NPC's face showed up perfectly with the proper skin tone, eye makeup, lipstick, etc.

EDIT: Damn! Ninja'd!

Edited by Darkon, 08 February 2012 - 02:07 PM.


#29
Axeface

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What exactly did you mean with control F4 ? some sort of hotkey?


What JoelBurgess said.

PS: Do the new facegen dds files, after hitting cntrl f4 get packaged if you upload to steam for example?

Edited by Axeface, 08 February 2012 - 02:47 PM.


#30
cmatian

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I've found a (slightly ugly) workaround for this:

  • make a plugin containing only your NPC records
  • convert it to a .esm using tesvsnip
  • load it into the CK and follow the procedure JoelBurgess posted above to create the .dds and .tga files
  • make the rest of your mod as a .esp file with the .esm you just created as an additional master
Using this method the NPC's face showed up perfectly with the proper skin tone, eye makeup, lipstick, etc.

EDIT: Damn! Ninja'd!


Darkon, out of curiosity, is there any significant difference between the extra steps in your method versus Joel's method? It seems the only difference would be your method allows you to toggle off the changes, correct me if I'm wrong.

Brief EDIT: Joel's method (much thanks for this by the way) works like a charm. I created an ESP of the changes (after exporting the .dds and .tga files), and toggling it OFF caused the same peach colored mismatched skin tone - keeping it toggled ON saw all the edits I made go through perfectly, with no visible signs of mismatched skin color.

Edited by cmatian, 08 February 2012 - 03:27 PM.



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