Any input is greatly valued.
Extracting Awakening vanilla head morphs
Débuté par
MarthofAltea
, févr. 19 2012 10:40
#1
Posté 19 février 2012 - 10:40
I'm looking into doing a head swap as requested for a friend and am looking to find a way to extract Nathaniel and Velanna's morphs from the Awakening resources to port them as freestanding morphs she could use as modded NPC faces or import as a PC face. Naturally this is more complicated than just extracting an NPC morph from the Origins resources and doing a swap. I was wondering if it's possible to do this or if I'd have to extract Awakening's resources from the .erfs.
Any input is greatly valued.
Any input is greatly valued.
#2
Posté 20 février 2012 - 01:57
It's not really any more complicated. It's exactly the same procedure you follow for Origin morphs, the source files are just located in a different place.
Awakening morphs are located in <install dir>\\packages\\core_ep1\\data\\face.erf and are of the form XY_gxa000fl_Z.mor, where X is the species, Y is the sex, and Z is the character name. So in your particular example, you want ef_gxa000fl_velanna.mor and hm_gxa000fl_nathaniel.mor. Extract them from the ERF just as you would Origins resources, either via the toolset or using the standalone ERF editor. Rename them as appropriate (including editing in the GFF editor to change the internal name) and put them in your Override folder.
Awakening morphs are located in <install dir>\\packages\\core_ep1\\data\\face.erf and are of the form XY_gxa000fl_Z.mor, where X is the species, Y is the sex, and Z is the character name. So in your particular example, you want ef_gxa000fl_velanna.mor and hm_gxa000fl_nathaniel.mor. Extract them from the ERF just as you would Origins resources, either via the toolset or using the standalone ERF editor. Rename them as appropriate (including editing in the GFF editor to change the internal name) and put them in your Override folder.
- luna1124 aime ceci
#3
Posté 15 septembre 2012 - 09:19
7 months later and this still did exactly what I needed. Darth Parametric comes through again. Doubt you'll ever see this, but if you do - thanks.
#4
Posté 15 septembre 2012 - 01:42
I'm always watching....
#5
Posté 10 avril 2013 - 05:15
And now we're another 7 months (coincidence though) later and it helped me out. Thanks a lot!
One additional question though (if anyone happens to come by this thread): To change the appearance of an NPC, I'd have to extract the mrh-file, wouldn't I? Unfortunately I haven't been able to find the nrh-files in the Awakening erfs.
Anyone know where to look?
One additional question though (if anyone happens to come by this thread): To change the appearance of an NPC, I'd have to extract the mrh-file, wouldn't I? Unfortunately I haven't been able to find the nrh-files in the Awakening erfs.
Anyone know where to look?
Modifié par Allerleihrau, 10 avril 2013 - 05:33 .
#6
Posté 23 avril 2013 - 03:40
As far as I know (and I'm not an expert on this stuff like Darth and some others) you can't get to the mrh files - or they're not there. You can swap small things easily like hair, eye color, and some little things on the mor files. Otherwise, you'd have to make a whole new morph and name it appropriately for your override folder. That's where the various morphs come from on Nexus. There is an mrh for Nate which someone created on Nexus which they did from scratch and looks really close to his original.
#7
Posté 23 avril 2013 - 06:10
No, there are no official MRHs for the Awakening morphs. A MOR contains vertex data of the compiled morph (unlike a MOP, which instead has ratios governing the influence of specific morph target meshes on the base head), so there's no way to reverse engineer it back into an MRH. As TypoWolf suggested, you can alter certain parts such as the eyes, lashes, hair, textures, etc., but the facial structure is fixed.





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