In reference to your first message, please note that Exporter DG is
only for the Daz Genesis mesh, it will not work with other meshes.In reference to your second message, perhaps your Daz Studio 4 library
is in a non-standard location. Please download and try the latest
version (1.2) which can handle non-standard DS4 library locations.Best wishes,
could you please help me, I very pressed by the time, I have project in which I will intergrate my 3D face and I want to export a .obj head by usind facegen exporter and Daz studio 4.6
thank you in advance
If you're modifying vanilla NPCs, then exporting facegen, it's creating the facegen for *your plugin*. You'll have to go into the meshes and textures folders and move them from the path for your plugin to the original plugin you're overriding.
So if the NPCs are from Skyrim.esm you need to go find the files in Meshes\actors\character\FaceGenData\FaceGeom\ and move them to Meshes\actors\character\FaceGenData\FaceGeom\Skyrim.esm. Same for Textures\actors\character\FaceGenData\FaceTint\ to Textures\actors\character\FaceGenData\FaceTint\Skyrim.esm.
When I Control + F4 to export facegen, I get the prompt and it tells me "Done" ... but no files are actually created. They aren't in my actual Skyrim folder (I have no meshes folder at all there) and they aren't in my overwrite folder, either, where MO would normally put things.
I started by just coping a vanilla preset, then importing the .npc file via Character Gen Parts. I can set it up as a preset OK -- IE, it's selectable in-game -- but it doesn't have the changes I made using RaceMenu's extended sliders/sculpt feature. I know I need to use nifmerge, but I can't do that because I can't get the face gen files to be generated -- so I have nothing to merge with my RaceMenu export.
I'm working on some mods for a few NPC's and later will probably make a custom NPC. I do get the dark face bug when editing my NPC's and the only way that I've seen after some extensive research of the issue is that you have to select the NPC in the object window, hit CTRL + F4 to export face data and then wait till it says done, then hit OK. Then the data is supposed to be found in Data/Textures/actors/charachter/FaceGenData/FaceTint/YourPlugin.esp AND Data/Meshes/actors/charachter/facegendata/facegeom/YourPlugin.esp (where "Your Plugin" is the name of your mod).
Problem is that after exporting face gen data many many times, it does not seem to work. I don't know if it is saving it somewhere else or something, but no matter how many times I actually export the data, it never shows up.
You can't select the NPCs and export properly from the main 'Actors' category of the Object Window in the CK. Expand the tree to Actors -> Actor -> Actor -> The race of the NPC you're looking for, and then select the NPC and hit Ctrl+F4 from the more specific category. Using too broad of a category seems not to work for some people. Making the category more specific is the only fix I know of.
I've done that also. I expanded the tree as far as it would go. Actors > Actor > Actor > ArgonianRace > Male. I then selected Derkeethus (the NPC I'm modding) and hit CTRL + F4, waited for a sec, CK said it was done, and I hit OK.
My research earlier showed that some people also got this error, and that "setnpcweight XX" was suppost to solve the problem. Well I tried it and it did solve the problem! But it also changed the face color (again), but it did keep the eyes. It looks like this.
I've changed up his face a bit more (including the tint and other things), but for some reason the CK just wont export the face data. I've uninstalled/reinstalled the CK and nothing I do will make it so the CK will export the face gen data even though it says that it does it.
I haven't used the CK in a few months, but last time I did this I had to convert my mod into a master file. From .esp to .esm. Then I Ctrl+F4 my character, without needing to expand everything. Then I had to convert my mod to an .esp again. Maybe I'll mess with it again and see what's up. What an annoying bug.
Confirmed: Without turning my esp into a master file, I just closed and reopened and CK, did the same thing (CTRL+f4) and my facegen data popped up suddenly, where before it hadn't. Don't know why it doesn't work the first time. Ah well, at least ive got a matching face. Good luck, hope this helped.
After exporting facegen textures from the GECK by pressing CTRL+F4 with the NPC records highlighted (note, you must be in the NPCs category in the Object Viewer, not in the All category, or else CTRL+F4 will not produce output), the output files from the GECK consist of both DDS and TGA files.
Remove the DDS files from these directories before running DDS converter, these files are the wrong compression and not the complete set. As a finalization step, you need to run DDS Converter 1.4 on those directories, as RGBA (uncompressed) as the output, and with the "mipmaps" checkbox enabled and the "repeat" radio button selected on the left side.
The output of this DDS Converter run is DDS files only, which are what the game uses (the TGA can be discarded). It is suggested to target the output from DDS Converter to a different folder than the input folder.
Note that the new texture pack will be considerably smaller than the original file size, for example my Conan hyborian age file size was over 700 mb in original bsa from skyrim , now its like 300 mb, I checked that unpacking it opens into over 600 mb so seems to be correct.
From internal talks in beta seems it was fixed and the step is no more needed. Now its automatically generted . I simply collected those files and put in my mods and so far had no gray faces. But also I do not have many npcs so ...
Dragonbone Ebonsteel Armor SE by Dreogan was recently uploaded and I want to put all these loose files into a bsa since it has a connecting esp. Im on PC and this is for personal use, not uploading anywhere I just want to keep my mods a little more organized. I loaded the mod via NMM activated the plugin. Loaded up the new CK, once all files were loaded I went to File\create archive and it brought up about five or six warnings: TEXTURES: (null) : (null) is missing an environment map, and then the CK crashes. I'm not sure what I'm doing wrong...but shouldn't there be a window pop up with a list of files for the mod?
Can you please remove this from your post? As I already told you in the private CK beta forum, this is completely incorrect. It compresses just fine and is not "old and not supported" considering Archive.exe is what the CK calls on the command line when packing the BSAs.
As you already shared with me in the private forum, you simply didn't know that you had to check the option "Compress Archive" and as far as conversion goes, it's completely irrelevant, as anyone can unpack their Skyrim BSAs with any number of programs, and repack it using Archive.exe.
Also, thank you for your quick response and for the information! This part is really holding me up and I have work early tomorrow... damn if there is always something to hold you up such as information like this!
I just lamented the problem with the ck and in a private mail Gstaff told me that after showing the image of the editor I was using ( the outside one ) he referred that its the old version and that I shoudl use the internal one .
I typically avoid recommending using the archiver externally, because there are various requirements and other things you can "get wrong" on accident, which the CK won't. So it's usually a cleaner workflow to let the CK do the packing. Especially if making a mod for a non-PC platform where PC-format files will degrade performance or (at worst) crash the game
b37509886e