ModifyFaceGen
A function included in the GECK for Fallout 3.
Contents
Description
ModifyFaceGen applies facial expressions to the target character through console, or scripts via the Console function.
Console Functions are normally exclusively for use in the in-game Console (accessible by pressing "~").
With JIP LN NVSE Plugin, any console function can be used in scripts with the Console function.
Syntax
ref.MFG EmotionType:string{Expression, Phoneme, Modifier, Reset} EmotionID:int EmotionIntensity:int
Example
Player.MFG Expression 3 100
This will play the "Sad" full-face expression on the player with maximum intensity.
Player.MFG Phoneme 0 25
This will play the "Aah" phonemic modifier on the player with an intensity of 25.
Player.MFG Modifier 9 100
This will cause the player to look as far left as possible.
Player.MFG reset
This clears all MFG emotions from the player.
Introduction
MFG face modifiers can be combined with one another and can provide a wide range of results. Before we get into the Emotion IDs themselves, it is important to understand what each emotion type does.
- Expressions are full-face emotions that cover very generic expressions. These range from Happy, to Sad, to Angry. An actor may only have one Expression at a time; calling an Expression change on a Sad actor will overwrite their sad demeanour.
- Phoneme modifiers pertain to phonemic pronunciation. These modifiers exclusively affect the mouth.
- Modifiers affect the eyes and brow.
Expression IDs
0: Anger 1: Fear 2: Happy 3: Sad 4: Surprise 5: MoodNeutral 6: MoodAfraid 7: MoodAnnoyed 8: MoodCocky 9: MoodDrugged 10: MoodPleasant 11: MoodAngry 12: MoodSad 13: Pained 14: CombatAnger
Phoneme IDs
0: Aah 1: BigAah 2: BMP 3: ChjSh 4: DST 5: Eee 6: Eh 7: FV 8: i 9: k 10: N 11: Oh 12: OohQ 13: R 14: Th 15: W
Modifier IDs
0: BlinkLeft 1: BlinkRight 2: BrowDownLeft 3: BrowDownRight 4: BrowInLeft 5: BrowInRight 6: BrowUpLeft 7: BrowUpRight 8: LookDown 9: LookLeft 10: LookRight 11: LookUp 12: SquintLeft 13: SquintRight 14: HeadPitch 15: HeadRoll 16: HeadYaw
Notes
- MFG face emotions take a second or two to initiate on the target actor. Unfortunately, they are not instantaneous.
- MFG face emotions can be embedded in character .kf animations. In the controlled blocks, set the Node Name to HeadAnims:0, ControllerType to NiGeomMorpherController, and Variable 2 to the MFG facial emotion that you want to use. You will also need to add a FloatInterpolator and NiFloatData that hold the value for the keys.