I only tested with "FG" and "HiPoly Faces REDUX (Fusion Girl Seamless)" but it could work on CBBE too. Download the HiPoly patch (optional download) and give it a try. If there is a problem, report back and i'll will add CBBE patch to the todo list.
Gave it a shot without HFR patch and it works superbly! Great job!
However, I found a minor issue. It's not SFT's fault, but it's related to it. I was testing another mod that's currently in alpha, and it applied tears to my character. I have removed the mod in question (because it's far too broken at the moment), but the tears were still applied on my character.
I went to LooksMenu to remove the tears, but even though the tears are present there, none of them are applied, yet my character still has them applied. I can't seem to remove them; I tried cleaning the save file with ReSaver (remove unattached script instances), but it didn't seem to do the trick.
Is there any way I can remove SFT applied overlays through console or something? I'd hate to revert back to earlier save because I'd throw solid 10 hours of progress.
For anyone wondering, the mod in question (responsible for this) is All things Natural (available on LL) - it is in Alpha state, and as such I don't recommend playing with it yet. It needs to spend more time in the oven, as it's not ready yet.
Not sure what is causing this problem. When the face tint for the whole face is applied. It's purple. like no texture. The tears all appear like normal. any Idea on where to look or a quick copy and past from one location/mod to another?
purple face means missing texture. Check the papyrus log for clues, but there aren't many supported mod (yet), so it should be easy to find the missing one.
One can make a mod that removes tears (and other face tints) when using sinks/water pump/swimming/raining.... I made a mod that does that for myself, maybe i'll upload it when i get back to modding. PS If you can remove the tears using looksmenu, then you also applied them manually using looksmenu (not SFT).
So question, i have Fusion Girl Body install, but i don't think i had install any HiPoly Head to my knowledge, do i have to install the HiPoly Patch anyways? it mentions is Fusion Girl Only so i am not entirely sure if i should or not.
If the makeup tints are converted to faceParts, yes. You can apply them using pipboy menu (consumable items, armor, weapon...). A makeup gun could be fun.
Could you make a sample one, if you have time and you feel like it, of course? With a sample one, then I could make some more, on my own.
Edit: On a second thought... in fact the samples are already done! Like the ones you've already done, they can be mixed together, so I guess you'd have to make a headpart for each of the make-up types, lips, eye line, eye shadow, etc. But what about the colors... how do you do that?
"What about the colors ?" Mimicking the blending mode is the hardest part. You have to tweak the material settings until you get the right tint ingame. I don't have time atm, but i'm planning to add makeup and other stuff in the future. If you want to try it, you can edit this mod files and replace the texture path in the material file with the one you want (use bruise's bgsm(s) as template for makeup).
I would never do that (but i can't speak for raiders). I added a lot of dmg tints because i struggled to get them to look decent enough. I will add nice tints in the future like makeup and paint...
Can't use material swap on head parts. Each Face Tint requires its own material and nif file.
You can use Texture Set, but you can only change the diffuse map, normal and specular are inherited from the material file. Depends on the situation: - If group of tints share the same normal and specular map. - If a group of tints don't have normal and specular map, only diffuse. In these situations, it can be used to reduce the number of nifs and materials. Example 1: You have a bunch of paints, without normal and specular map, just diffuse. Use one nif and one material for this group. Set the first diffuse in the material. For the rest use texture sets to switch diffuse maps. Choose same nif in the head part. Example 2: If you have a bunch of small tattoos, all at different parts of the face(no overlapping). You can merge their normal and specular maps and use texture sets just to switch the diffuse. If I'm not mistaken, since there's transparency, normal and specular should appear(be visible) only on the place where the diffuse map is. Again you use one nif file for this group.
I didn't mention it in the description but i tried texture sets. Without the alpha settings set in the material file the damage tints for exemple will look like this:
Spoiler:
Show
The textureSet will overwrite any material set in the nif and i don't know how to reproduce the same blending effect using only nif file and texture (without material file).
Well, I haven't tried all kinds of situations. If one tint requires alpha test, another tint requires alpha blending, you'll definitely need separate nifs with materials for each one. I guess we can add another restriction for the texture sets - when tints rely on the same settings in the material.
No suggestions currently, I'm sorry. I've actually been doing some experiments with headparts recently. I decided to drop some info about the headparts and texture sets, because I didn't know you've already tried it. Probably won't stumble upon anything useful, but if I find something, I'll stop by again and let you know :) .
Exactly, or when you cry you have tears on your face and your mascara runs. Like when you finally went to grab that bobblehead and it glitched through the floor... traumatic!
One thing I can see this for is, adding a new random bruises/scars/etc each time you or your companion lose 50hp. Then remove all the added ones after a visit to the doctor.
Not only that, but basically, if headparts can be swapped via scripts, it could open the door for imitating beard growth properly.
Trouble would be setting up the growth levels, because I can already see that you would need to create basically 3-8-16 extra models (however smooth you want the changes to be) for each beard model.
You could take a shortcut and group certain "types" in one progression list, but then you might get something like a goatee turning into a bigger beard, which isn't really how that works.
Probably the same process for making hair growth as well. Except even more time consuming if modded hairs are factored in because...well, there's like a few hundred different hairstyles out there, I bet.
Then all you need is a good Arthur Morgan preset, and you can pretend it's RDR2.
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By the way, I'm running CBBE-3BBB and HiPoly Faces REDUX, are those two supported by SFT?
However, I found a minor issue. It's not SFT's fault, but it's related to it. I was testing another mod that's currently in alpha, and it applied tears to my character. I have removed the mod in question (because it's far too broken at the moment), but the tears were still applied on my character.
I went to LooksMenu to remove the tears, but even though the tears are present there, none of them are applied, yet my character still has them applied. I can't seem to remove them; I tried cleaning the save file with ReSaver (remove unattached script instances), but it didn't seem to do the trick.
Is there any way I can remove SFT applied overlays through console or something? I'd hate to revert back to earlier save because I'd throw solid 10 hours of progress.
For anyone wondering, the mod in question (responsible for this) is All things Natural (available on LL) - it is in Alpha state, and as such I don't recommend playing with it yet. It needs to spend more time in the oven, as it's not ready yet.
cqf SFT_Main "RemoveHeadParts" "Tears"
This console cmd should remove all tears.
cqf SFT_Main "RemoveAllHeadParts"
This one should remove everything (all tints applied via SFT).
PS
If you can remove the tears using looksmenu, then you also applied them manually using looksmenu (not SFT).
I don't suppose you would post the mod you made for yourself for the rest us fans? Love the immersion this mod brings. :)
Edit: On a second thought... in fact the samples are already done! Like the ones you've already done, they can be mixed together, so I guess you'd have to make a headpart for each of the make-up types, lips, eye line, eye shadow, etc. But what about the colors... how do you do that?
Nevermind, I just answered my own question :)
- If group of tints share the same normal and specular map.
- If a group of tints don't have normal and specular map, only diffuse.
In these situations, it can be used to reduce the number of nifs and materials.
Example 1: You have a bunch of paints, without normal and specular map, just diffuse. Use one nif and one material for this group. Set the first diffuse in the material. For the rest use texture sets to switch diffuse maps. Choose same nif in the head part.
Example 2: If you have a bunch of small tattoos, all at different parts of the face(no overlapping). You can merge their normal and specular maps and use texture sets just to switch the diffuse. If I'm not mistaken, since there's transparency, normal and specular should appear(be visible) only on the place where the diffuse map is. Again you use one nif file for this group.
The textureSet will overwrite any material set in the nif and i don't know how to reproduce the same blending effect using only nif file and texture (without material file).
One thing I can see this for is,
adding a new random bruises/scars/etc each time you or your companion lose 50hp.
Then remove all the added ones after a visit to the doctor.
Trouble would be setting up the growth levels, because I can already see that you would need to create basically 3-8-16 extra models (however smooth you want the changes to be) for each beard model.
You could take a shortcut and group certain "types" in one progression list, but then you might get something like a goatee turning into a bigger beard, which isn't really how that works.
Probably the same process for making hair growth as well. Except even more time consuming if modded hairs are factored in because...well, there's like a few hundred different hairstyles out there, I bet.
Then all you need is a good Arthur Morgan preset, and you can pretend it's RDR2.