So when you're making a character in racemenu, you can use the 'Presets' tab to import a preset, which should shift all the sliders accordingly, so that the character looks the same as mine. But since you may not have all the mods that I have installed, some of the sliders may be missing or working a little differently. Therefore a direct way of importing the looks of a character is in the 'Sculpt' tab, which is what the nif file is for. It directly reshapes the character's head in a way that makes it look like mine. So basically, first import the preset in the 'Presets' tab, and if it doesn't look right, go ahead and import the head nif in the 'Sculpt' tab.
this is very interesting, because my preset actually looks better when i select "Nord" as my race. when i choose "Brenton" her face is just not very smooth.
Well done with the preset. I haven't gotten all the stuff your character was wearing but I of course got all of the requirements to get the look you got and I spent a fair bit of time in racemenu Using your character model as the basis for my own preset of Frieren on a different race that is a custom race I got from Nexus. Took quite a bit of trial and error especially since it was my first time using the sculpting tool since the ears were I bit off but if you'd like I could upload it and give credit where credit is of course due both to your and the makers of the story of Beyond Journey's End.
Alright, it might take me a few days because I want to be able to play the game now that I have my mod list built and I'll want some pictures to go along with it.
.dds files are texture files in the game, I don't think a preset would be one. I'm assuming you've already tried exporting your preset through RaceMenu so if that didn't work try opening the console and typing in: 'skee preset-save name' you can change 'name' to whatever name you want your preset to have. If you're using MO2 the exported preset should be in the overwrite tab, if you're not using any mod manager it should be just in your Skyrim game folder, specifically in Data/SKSE/Plugins/CharGen/Exported if you're using Vortex then idk it should probably have something like an overwrite folder too.
Well yet again I had to redo my mod list because things kept on crashing after I redid it after installing Creation Kit. I really doubt Creation Kit is the issue but things that worked fine before wouldn't work. I installed Creation Kit to fix the flying mod since apparently it was still in form 43 when it got ported over. Although I'm not sure how I felt about being able to fly through meshes so I may try the other one I found. Granted I did change a few things when I redid it but didn't bother testing as I went along so kind of shot myself in the foot there. I did make a back-up of the dds and nif file before I started things fresh so hopefully the few hours I spent getting the face and ears to work didn't go to waste. Another headache was trying to get the high poly head because vectorplexis would keep timing out. I managed to find another site it was on though but I think the vectorplexis one is the official since on the other site it was listed as archived but was still listed as the same version as the latest on vectorplexis that I remembered.
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i cant SE steam.