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 playable custom heads

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pizzamonster94



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Age : 22
Location : Torino, Italy

PostSubject: playable custom heads   Thu Jan 15, 2015 7:09 pm

As the title says: I am trying to making custom races with custom heads i tweaked in different shapes in Blender: but how do i make said head models actually playable?
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snowglobecollector



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Join date : 2014-11-02
Age : 25

PostSubject: Re: playable custom heads   Thu Jan 15, 2015 7:21 pm

I found this a time ago,its for a tatto body mod but helped me to create my race too:
ClayPidgeon162 wrote:
1) First thing, download and INSTALL GECK for New Vegas. You can find it at:
http://fallout.bethsoft.com/eng/downloads/geck.html

2) While you're waiting for the INSTALLATION to finish, make a texture folder for your custom race. Go to your New Vegas directory (example: C:GamesSteamsteamappscommonfallout new vegas).
Open the "Data" folder then go into "textures" and "characters". Create a new folder in the "texturescharacters" directory, and name it whatever you want your custom race to be called (we'll just call it "Custom Race" in the this guide).
Take whichever tattoo pack you downloaded and place the texture files (upperbodyfemale.dds, etc) in this folder.

3) Additionally, if you want your character to have a unique body type, backtrack to the "data" directory, go into "meshes/characters", then create another "Custom Race" folder (this is optional and not required for this INSTALLATION).

4) After GECK has INSTALLED, start her up. At the top left corner of the screen, click on "File" and select "Data..." A new screen will pop up and on the left side of it, make sure that only "FalloutNV.esm" is selected UNLESS you have a master file (ends with .esm) hair mod you want your custom race to have access to (Example: Ling.esm).
If that's the case, select that one too, that way you won't have to manually add every hair style and eye color you want your custom race to have. Click "OK" and give GECK a minute to load up all the data.

5) Now we need to create a new plugin .esp file for your custom race. Go back to "File" and select "Save". Select whatever name you desire for your plugin file (again, we'll just call it "Custom Race").

6) Now it's time to create the actual custom race. At the top of the screen, click on "Character" and select "Race...". A new screen will pop up. We're not gonna create a new race from scratch, but rather copy another playable race and just tweak it a little.
I would suggest using whichever race is your preference. If you have a previous New Vegas character whose face you'd like to use again (which can be transfered from one save to another using the "FaceGen Exchange" program), then go for that race.
For the purposes of this guide, let's just say you went with "Caucasian". On the left side of the "Race" screen, you'll see a box with list of different races. Expand the "EditorID" column so you can read the full ID of the races and select "Caucasian" (NOT any of the ones with anything extra on it like "CaucasianChild", "CaucasianOld", etc).

7) Right click on "Caucasion" under the EditorID and select "Duplicate". A new race will pop up under the EditorID, something along the lines of "CaucasianCOPY0000*". Select it, then click it again to change the ID to something more noticeable (like "Custom Race").

Cool To the right of the "EditorID" box, you'll notice 7 tabs. Under "General Data", make sure "Playable" is selected (it should be already if you copied the right race).
At the bottom of the "Race" screen, next to the "OK" and "Cancel" buttons, check the box "Female" in the "Editing" category.
Now click on the "Text Data" tab at the top of the Race screen and change the name of your race to something of your liking so you'll be able to easily identify it when creating a new character in the GAME.

9) Now click on the "Body Data" tab and ONLY edit the "Upper Body Texture". All the other data is read from compressed GAME files, so if you click on "Edit" for those, you won't be able to find a file for it and the section will remain blank, meaning you'll have to press "Cancel" without saving and start all over again.
After ONLY clicking on "Edit" next to the "Upper Body Texture" portion, find and open the tattoo set you downloaded (datatexturescharacterscustom raceupperbodyfemale.dds).

10) Click "OK" and save. You now have a custom race. Simply start up New Vegas, make sure "Custom Race.esp" and the hair mod master file is checked, and enjoy your tatted up girl.

And here is the link to the mod,dont know how this could help,just leaving the link here....
http://www.nexusmods.com/newvegas/mods/37801/?
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mpaz96



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PostSubject: Re: playable custom heads   Thu Jan 15, 2015 7:55 pm

I thought the same thing, but it seems that he is asking how to make that costum head he made on blender to work as a race on Fallout, not creating the race itself.

I would suggest you ask dragbody for this, the worst thing he can tell you is that he is too busy and can't help you or something like that.

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pizzamonster94



Posts : 893
Join date : 2014-04-13
Age : 22
Location : Torino, Italy

PostSubject: Re: playable custom heads   Thu Jan 15, 2015 9:02 pm

@mpaz96 wrote:
I thought the same thing, but it seems that he is asking how to make that costum head he made on blender to work as a race on Fallout, not creating the race itself.

I would suggest you ask dragbody for this, the worst thing he can tell you is that he is too busy and can't help you or something like that.
yup, in fact when i take the head into Geck it has the same messy look as an armor not rigged ( you know, vertexes all over the place, looks like it exploded)
Wll, don't have Skype...yet, but maybe i can put it Smile


Last edited by pizzamonster94 on Thu Jan 15, 2015 9:10 pm; edited 1 time in total
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dragbody



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PostSubject: Re: playable custom heads   Thu Jan 15, 2015 9:05 pm

Pizzamonster,

I'm sorry I usually don't respond to your questions. I'm not trying to be rude or withholding, but your questions tend to require very complex answers. It's not something that can really be explained in a PM. I could spend a week creating a tutorial for making a race with a new head using Blender that would be clear enough to follow. It might even be longer than that.

The easiest thing to do is to go over the process via screen share on Skype. I'll be free this weekend and I'll probably be working on several races. I've got a backlog of requests and new things I want for myself.
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Cpt.Rex



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PostSubject: Re: playable custom heads   Thu Jan 15, 2015 9:22 pm

*topic moved from fallout public releases to fallout discoussions

@pizzamoster
please take a better look before you open your topics next time, this is no topic that belongs to the public release section. this is just a disscousion topic about how to make a mod work.

many greetings
rex

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pizzamonster94



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PostSubject: Re: playable custom heads   Thu Jan 15, 2015 9:27 pm

@Dragbody don't worry, the Races stuff is currently an optional as i am busy with Terminator stuff, but let's ccast it aside, i am more interested on another thing:
You once said you were converting Alien Isolation stuffso, maybe you can help much in this one.


@Dragbody or Anyone who Has Alien Isolation:

I got a virus when i last attempted to get a XBOX360 model ripper and had to completely reset my PC and am still recovering Fallout file i made and am now in need.

In case you have Alien Isolation, can you pass Non-ported ( also rough .3ds or OBJ format) ( Blender compatible stuff or something i can use free software to convert and work on) Static and Clutter stuff of Alien Isolation( even just stuff you passed by looking for armors for your pack, since i made a full extraxtion of UT3 lately and discovered stuff is generally mixed)?
Take all the time you need as i am making outdoors now so i don't really need it until i start interiors

I am asking because there's no real way for me to get it now and am pretty much suspicious on any software right now.

@CPTRex : Sorry, i just saw some topics in Public release Section involve problem-solving and since all i am asking right now is directly linked to my Terminator Project 8 and following ones), which will be (Hopefully) Released i thought this was a good spot, i will be careful next time.
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teegfonv



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PostSubject: Re: playable custom heads   Sun Mar 27, 2016 8:12 pm

@pizzamonster94, did you every learn anything new on creating a custom head for a race? I've been searching around the web, but there is very little documentation for this particular thing.

Thanks- TeeG
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