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I only want some quests in Trouble Of Heroine mod, more specifically, the Sexist Greybeards quests (let you have sex with them) and all the prisoner NPCs added that they can rape you since there are no other standalone mod on Loverslab that meets my requirments. So, does it possible to do it using SSEEDIT and/or Creation Kit? If so, how do I do it, or are there any tutorial I can follow?
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there is a missives replacer mod which change the boards to be more "porny" and also and new boards to other locations like Old Hroldan. I use The Great Village of Old Hroldan so the board just clipped on the ground and there is no patch for it, even for vanilla missives (these vanilla patches doesn't even work because they just revert back to the old meshes and texture) so I just gonna do it myself using Creation Kit. The thing is I did found a way to move them but I can't interact with them anymore. What do I do?
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Seriously, I love this shit Just showing off how it should look at night, it's pretty dark but I think it conveys the ethereal, magical setting that I'm going for. Finally got rid of all the excited purple/blue/pink flowers that Vurts wonderful SFO puts into the field grass 02. (See what happens when you put your grass textures at 7? tons of grass pops up!) So yeah, just a few screenshots for you Still tweaking that night lighting but I think it's -almost- there. The deer are mischievous. I couldn't resist this shot of the moons rising over the caldera.
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Scenery, navmeshing and the frustration of learning scripting.
fizzybutt posted a blog entry in fizzybutt's blog
I like making things. I really do. So when I hit walls that seem insurmountable, I get frustrated. It didn't use to be so hard, but since my car accident learning things has gotten a little more difficult. I try though. And I have my boyfriend to thank for when I get sad about this silly stuff, he makes me smile and feel better about my frustrations. I've been working on some test stuff, how to make things for when the bigger sanctuary is complete and I can say I'm really glad I did. It'll be much easier to implement it when I'm completely ready. However that doesn't mean I've stopped working on Luminarios, hell no. Quite the opposite in fact. But this does mean I'll be able to release some of my first work without it taking forever. I've been working on a miniature sized sanctuary/house mod and I just wanted to share some of the pretty screens I've taken while I peek in game at it here and there while working on navmesh and scripting I really, really want to make it capable of housing power shrines like a couple of other mods do. I'm almost there and I'm really excited about it. And that'll be something that's included into Luminarios as well. Navmeshing isn't as hard as I thought either. Just really frickin' tedious. I've taken to listening to Jennifer Thomas on pandora while tooling around in the creation kit. She's got some really beautiful stuff. For your own listening pleasure: Clickie make bigger :3 Hopefully this'll be ready in a few weeks for release.- 6 comments
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I absolutely adore decorating, creating something from essentially a blank space, making it look absolutely pretty. (With the talented help of oh so many wonderful creators) Today... (Oh and merry christmas everyone! Happy holidays and all that festive horseshit ) Today I'm bringing you screenshots of the garden home I'm working on. I can do this crap for hours and hours and hours. Just placing the little stuff that matters. Things here and there and the ambiance. You know what was hard though? Setting out the damned blueprint! Oh my -gawd- size is so hard to gauge when you're not able to see what you're editing real time and having to jump from one program to another and dealing with a decrepit old computer like my lovable dinosaur. But I've gotten the hang of it I think and I think it's not too big of a difference compared to the outside of the house. Just to refresh memory, this is the house I'm working on: Yeah yeah, there's a couple anomalies with it, but I love it. What can I say. Anyhow, the interior is far, FAR from finished, but I really wanted to share what I've got so far: Sunbeams Moonbeams What's this? Double ovens!!?? (Yus they work, but I can't figure out how to put the animation marker back in yet to get actual animations. Got to love vertical space Not all the windows are in yet, (obviously :3) And a lot of stuff is missing but you get the general idea. I'm calling this the Garden House, because of the pretty garden outside and the interior garden. I have to learn how to make plumbing work like what is in some mods. (seriously that stuff is COOL) but you can see the 'filtration system' for the interior garden. (that was fun) Soooooo, yeah. This is what I've been up to. Figuring out collisions and whatnot. I've also got an old wizards tower that's going to be a little difficult to enter. It has an entrance going through an old cave system and up through the underside. Sort of re-establishes the upheaval of the ground and whatnot. Hope you liked this round of screenshots
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6 years of playing Skyrim and the single one thing I detest most is the Creation Kit. ? But enough is enough and time has come for me to shift my attitude, to learn it and to love it. And I have a rather huge list of things, that I would like to see in Skyrim. So the CK is not my destination but just the rough path to it. Where do I start? Well, my idea is to start (again) by watching what some tutorials can have for me or by reading them - all with the intention to understand how I can tame the beast. Link collection The CK Wiki https://www.creationkit.com/ UESP ... basically for the correct settings https://en.uesp.net/wiki/Skyrim:Creation_Kit Bugthesda YT playlist for the CK (11 videos) https://www.youtube.com/playlist?list=PLD5AA9F15CAA68B07 (why the f*** do they consider that "adult2 material! Are they daft?) DarkFox127 YT playlists ( KUDOS, if you ever read this here ) CK The Basics (9 videos) https://www.youtube.com/watch?v=tfTsyOZnDSI&list=PLiPgFWIHsr8VhZDV9DzJRqwg_Y2qV9Sby CK Miscellaneous (41 videos) https://www.youtube.com/watch?v=3zKcB__hyOc&list=PLiPgFWIHsr8VjN8EZltd8oesJpymGriA6 CK NPC tutorials (21 videos) https://www.youtube.com/watch?v=l8db4k1vqlY&list=PLiPgFWIHsr8WfQPFGvPmhcbpbr44ZCr_b CK First Ever series (6 videos) https://www.youtube.com/watch?v=zyrCl3Ec6aA&list=PLiPgFWIHsr8WuhS2Q5ajSytuMJaJqfkoj CK magic tutorials (8 videos) https://www.youtube.com/watch?v=xrUzBgsI7y8&list=PLiPgFWIHsr8WXksdHxRI_yf6IOb1hfCs7 CK Skyrim scripting (17 videos) https://www.youtube.com/watch?v=7Qz3WvPkchw&list=PLiPgFWIHsr8VSWRzuk3Eqffw1Y3Y6g0Xp CK the MCM (8 videos ) https://www.youtube.com/watch?v=qWcvv-De7Ms&list=PLiPgFWIHsr8U4dfNmVYqzbxvuU2QM92v2 CK and NifSkope tutorial (3 videos) https://www.youtube.com/watch?v=ktwHE8SX_JU&list=PLiPgFWIHsr8XA0h8Q5MS-8dnufJGrxeAZ CK How is it done (3 videos) https://www.youtube.com/watch?v=46-FmIqfX2A&list=PLiPgFWIHsr8WdYH73bA47ek0y7PrHERgW CK Special Edition (4 videos) (but not my turf) https://www.youtube.com/watch?v=vts7qk4xDvQ&list=PLiPgFWIHsr8XqNHK68227pu_P9yJg5emw Skyrim Scripting YT tutorials https://www.youtube.com/c/SkyrimScripting/videos Playlists https://www.youtube.com/c/SkyrimScripting/playlists Beginner basics - https://www.youtube.com/watch?v=i2yLYdVOaLk&list=PLektTyeQhBZdV_qI4uQcbOSBJ_QemyhsR Devious - https://www.youtube.com/watch?v=vmQLKPBGKRg&list=PLektTyeQhBZes1PInXm4PzZ8av8slgnso Doughamil YT playlist Skyrim CK Tutorials - quests (6 videos) https://www.youtube.com/watch?v=Qfcet5hf5bs&list=PLACD7BBE7BB81BDC1 Elianora YT playlist for the CK (13 videos) https://www.youtube.com/playlist?list=PLVhjhzAgX_fiDtxUV0xE2XBn9bCb2qy0f CK on the nexus https://forums.nexusmods.com/index.php?/forum/3930-skyrim-creation-kit-and-modders/ CK Scripting YT playlist by Arron Dominion (21 videos) https://www.youtube.com/watch?v=lX34OP0Jj7s&index=1&list=PLrN7sXqWQOBPVRNKPBBFl9aTjOtuL4uWK Papyrus Scripting for Beginners: http://www.cipscis.com/skyrim/tutorials/beginners.aspx Papyrus MCM Tutorial https://docs.google.com/document/d/1saRHFeYoFdkPUKI2Bgqk3mLoGNYBhm6DR0blr6-zVSs/pub ... ? more? ? I guess I have enough to watch, but I'm interested in more to read. If anybody has another URL for me, please leave it in here. Basically these are my FIRST steps into the world of the CK-Deadra Winter is coming!
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Having a really hard time with this so hoping someone can help me out. Been trying to get this to work for a week and followed a few different tutorials, but I think the problem I'm having is none of them do simple "talk to follower and advance stage" quests. It's usually something more complicated that I don't want to do. Basically the quest starts up fine, the markers on the map work, but when I talk to the follower I'm supposed to find (my custom voiced follower), nothing happens. What I want to happen is as soon as I locate the follower (and recruit if possible - already have a working follower quest), it advances to the next stage of finding a location they need to go. After reaching said location, I want the quest to end. Hoping this isn't too difficult of an ask for someone to help me out with. Uploaded all the images to a gallery to give you a better idea of what I'm dealing with. I have a feeling it might be related to the lack of scripts but idk. I'm still very much a noob who started learning this two weeks ago. Thanks for reading/any help you can provide. Labeled below are questdatainfo, findfolloweralias, findlocationalias, questobjectives1, questobjectives2, questobjectives3, and queststages1, 2, and 3. https://postimg.cc/gallery/BqqYV01
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I want to a custom AI Package, where NPC sits target (furniture) and "sits" there for a time we can adjust. Here what I've done for now, but I guess sth wrong as NPCs are just teleporting to furniture, stand there for selected time and do not sit furniture. Who can check out my screens and share some thoughts and ideas how to do it correct? So we need to do following: 1) NPC walks to the target 2) NPC sits target 3) NPC is sitting on the target for the adjustable time 4) Package ends
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Hey! I recently did a facegen export to fix discolored heads on my Prettier Bandits install. But the DDS and TGA files I get in return are messed up. (Example: 0001A01B.dds) Mostly one color with a discoloration at the top. This discoloration appears on the forehead of the tintmask's associated NPC. SO Is there a quick way to fix this across 350+ DDS or TGA files? Or a way for the Facegen CTRL+F4 export in CK to make the files properly? Or do I gotta go through and hand-fill all the red purple and etc gaps in almost a thousand dds files ?
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I've been trying to make a patch between SL Survival and Missive. At Markarth gate the toll table from SLS is overlapping with Missive board, so I'm thinking of moving the table to the side. I use CK to move the toll box, but when I jump in game it just disappears (new save is the same). I'm guessing it could be related to toll box being a "persistent reference", by reading through this article by Arthmoor. But sadly I still couldn't find a solution myself to properly move it. Also did some google search but again with no luck. I'm hoping that someone would kindly point me towards the right way.
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Hello, I was creating some custom quest in the Creation Kit, but I was wondering how to make a dialogue add gold to the player at the end of it. I don't know anything of Papyrus coding. I would need a simple fragment that adds to the player a certain amount of gold at the end of a dialogue. Could anyone help me with that, please? Please, explain as clearly as you can, since everything I know about codings regards C and C++. Thank you!
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So I've been trying to change a Vanilla NPC follower weight value using the console command, but found out that it wasn't that simple, since its head had a different skin tone. I tried the "enable" and "disable" command, but a neck gap appeared. Then I tried to change the NPC weight value using Creation kit. I edited the value in the "Traits" section, but the NPC still looks the same in the game. Am I missing something? Is there something else I should be doing? It's the first time I'm using Creation Kit, so I'm not very familiar with some stuff of the program. Thanks in advance!
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I've been having some problems with CK. When I go to the Dialogue Views or the Scenes tabs of a Quest, I don't see anything (no branches, no scene phases or actors). There's no flowchart at all for either of these tabs. When I try to right click, the menu doesn't pop up. I remember there was a menu that came up when you right clicked that would let you add Phases/Actors to a scene. Pictures attached below. Does anyone know how to solve this? EDIT: Whenever I try to google the problem, I only get results for how to fix missing flowchartx64.dll... but I'm pretty sure that's not what my issue is. I also tried uninstalling and re-installing CK; problem is still there. Has anyone ever had this problem before? UPDATE: Completely removing and reinstalling my entire Skyrim game directory did not work. So...is this an OS problem? This is very weird.... EDIT2: Forgot to mention this is SSE CK. SOLUTION FOUND: I turned off my antivirus and it worked.
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Hi, I have a very small script to run the bink video. Generally, it was working. During last two days, the trigger boxes that I've created, don't work at all. The other trigger boxes/activators work fine. Maybe, I did some changing in the setup of the Creation Kit SE without noticing. Do you have any idea? If you can help me anyway, I'll appreciate. The script is basically like this: There is a picture .nif file as static. Around it, there is a trigger box. When you click on the picture, you get "Watch bla bla bla movie..." message, then you watch the scene. The ObjectReference is the picture. Cozy/Meddie.bik is the location and its name. Edit: Having lots of same kind of activators with scripts may cause this problem? Is there a limit for activators in a cell? If there is what is the number? Because, I have more than thirty activators/triggers. I noticed something. I replaced the activator/trigger that doesn't work to another place that has the same kind activator that works. After I did that, that problematic activator started to work. For a reason, the area/spot of the last two activators cause a problem to make inactive the those two triggers. I checked this spot. There is nothing specific in there. There is no other trigger box/activator that covers these activators. It's weird.
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Hi, Several years ago, I was successful to rename a script's name to a different one. But, I totally forgot how I did it. I tried to rename .psc and .pex files to the new name that I want to use. However, the Creation Kit couldn't compile it. That script works with several other scripts and quests. I googled for it. Someone said: " Go to your psc. script file in the data folder. Rename the script as you would rename any file by right click on it and click rename in the side menu. Open the script. Change the script name in the first line after where it says "Scriptname" to the same name you chose above. Save and Close. Open CK and your mod where you will apply the script and choose the Gameplay Tap. Choose Papyrus Script Manager. Click to highlight the script you renamed, then right click and click on compile." I tried that method. However, it didn't work. The Creation Kit couldn't compile. If you can help me anyway, I'll appreciate.
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Hi, I wanted to created new face for the NPC(s) of my mod. First of all, I used RaceMenu. I save the the preset. When I exited from RaceMenu, I used "spf" command to be able to import the face I created into the Creation Kit. However, when I import the face in the Creation Kit, I get almost completely different face. So, I try to get similar face by using the Creation Kit's face settings as much as I could. I tried another way. In the RaceMenu, in the "Sculpt" part, I exported the face. I got .nif and .dds files. By using NifMerge tool, I tried to replace the NPC's face .nif & .dds file. When I did that, I've always gotten CTD. I couldn't figure out what went wrong. I checked another follower mod. When I opened the head preview in the Creation Kit, it was totally different, flat, basic face. However, the face .nif in the FaceGeom was completely different, that was the face that you see in the game. How that follower made the specific settings for that face, and didn't get any CTD? If you can help me anyway, I'll appreciate...
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So i've spent all night rigging a new creature to a Frost Atronach skeleton. All went well, it shows up in the creation kit's armor addon but not when I enter the game. I've optimized the Textures and .Nif through Cathedral. I've checked the skeleton, partitions, Armor Addon and everything seems to be in order but the mesh just refuses to show up in game. I'm at a loss, any ideas? Mesh is attached below atronach.nif
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Hi, I'm working on a mod for a while. A friend prepared faces for the NPCs that are in the mod. My friend prepared .jslot files that I can use as presets in RaceMenu. So, I opened them in the RaceMenu. To import the face into the Creation Kit by using "Import" button, I needed ".npc" files. Then, after exiting RaceMenu, in the console I used "spf mynpc" command. Then, in the Skyrim folder, "mynpc.npc" file created. In the Creation Kit, I selected the NPC that I wanted to change her face. I clicked the "Import" button, and selected the .npc file that I created. I got totally unrelated face. Here there are the face that my friend created, old face and the new face after clicking the "Import" button. I tried ti used "NifMerge". It didn't worked. My NPC's face ID is: 0000CB03.NIF in "meshes\actors\character\FaceGenData\facegeom\HerBoners.esp" folder There are 0000CB03.dds & 0000CB03.tga files in " textures\actors\character\facegendata\facetint\HerBoners.esp" also. After using NifMerge, I tried to replace old .nif and .dds files by new .nif & .dds files that have been created by NifMerge. For example, NifMerge used "NewNPCFace.nif" as source, and created 0000CB03.NIF file. Or, I used NewNPCFace.nif as source, then created a newer .nif file. Then, I renamed this newest .nif file as "0000CB03.NIF" and put it in the "meshes\actors\character\FaceGenData\facegeom\HerBoners.esp" folder. Nothing changed. I got mad. I deleted "0000CB03.NIF" file, .dds & .tga files from the folders. When I opened the Creation Kit next time, my NPC had the same/old face .nif and .dds files. It has to be another location that Creation Kit keeps these face files, but where are they? Do you know where they are? I tried to clicked "CharGen Face Preset" also. Actually, I don't know what is its real function. It didn't work. Do you have any idea what can cause this problem? If you can help me, I'll really appreciate. Thank You in advance... Cheers...
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Ran into an odd issue where CK will crash when I try to view gameplay animations in the top menu of CK. Problem doesn't occur on other mods that do not use USLEEP master, but i'm not sure how to correct the problem.
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Hi, I was using the Creation Kit SE normally. Then, I tried to open it again. I got this error message: CreationKit.exe - Entry Point Not Found In the message, it says: The procedure entry point SteamInternal_FindOrCreateUserInterface could not be located in the dynamic link library D:\Steam\steamapps\common\Skyrim Special Edition\CreationKit.exe I checked the main folder, and CreationKit.exe is still in there. I couldn't understand what's the problem. If you can help me anyway, I'll appreciate. Edit: I use Unofficial Creation Kit Patch. I copied/paste the original Creation Kit SE files in the main folder. I extracted Scripts again. Then, I reinstalled Unofficial Creation Kit Patch again. It worked. Problem solved. I think, the original Creation Kit files and/or UCKP files have been corrupted some how. Copy/paste, overwrite by the original files, and reinstalling again solved the problem.
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Hi, I've checked the original texture of the hair that I want to use. It's blond. When I select it in the RaceMenu and/or in the Creation Kit, it looks like Platinum Blond or a similar one. Darker. I keep the hair color settings as default. However, it still looks that way. Someone sent me his screenshot that he got from RaceMenu. The hair looks as it should be: Why this problem happens? Do you have any suggestion? If you can help me anyway, I'll appreciate...
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Step-by step guide to setting up a scripting enviornment in MO2 for Sexlab and SLA View File So, after googling for hours and reading over old posts, I figured I should put together a guide on how to get the creation kit to work with MO2 with a focus on SL scripting. (Download is just a word document version of this post) Install creation kit from bethesda.net, and point MO2 to the creation kit executable through this box: 2) Install SSE creation kit fixes and multiple masters fix: https://www.nexusmods.com/skyrimspecialedition/mods/2786 https://www.nexusmods.com/skyrimspecialedition/mods/20061 3) If you haven’t already, install SKSE and be sure to keep the .psc source files handy for the next part. 4)Now, create a new mod in MO2 by simply opening your MO2 profile dir and making a new folder. Inside, you will need to create 2 folders: scripts and scripts\source. 5)Move the SKSE .psc files into the \scripts\source folder 6)Now, go to your skyrim data folder (<skyrim installation path>\data\scripts) and grab a zip file called Scripts.zip. You will need to extract it into your new MO2 mod, and be sure to keep all the .psc files in the \scripts\source folder. 7) After that, you’re going to need a few more dependencies before you can start developing: SkyUI Developmet sdk: https://github.com/schlangster/skyui/wiki RaceMenu developer: https://www.nexusmods.com/skyrim/mods/29624?tab=files (download modder’s package) FNIS (FNIS ships with its sources, but you need to change the file structure. FNIS has its sources in sources\scripts, and you need to move them to scripts\sources) PapyrusUtil The regular RaceMenu plugin 8 Now you need to unpack RaceMenu’s BSA, which you can do with Cathedral Asset Optimizer. Just open it up, and point it to RaceMenu’s mod dir: You will need the RaceMenu source scripts when you are compiling. 9) Now you need to change the CK ini file to reflect your script directory: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sScriptSourceFolder = ".\Data\Scripts\Source" After that, you just have to boot up the CK and load Sexlab and SLA as your master files, along with any other .esps you will need. Then you’re good to go for scripting! I'm pretty sure I got everything covered, but its entirely possible I may have missed a step after getting everything working - so please let me know if I missed something. Some mods with good example scripts that you can look at: Submitter BluByt3 Submitted 02/04/2021 Category Framework & Resources Requires Regular Edition Compatible Not Applicable
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Hello everyone, I need some help regarding Creation Kit papyrus coding. I'm adding dialogues to pre-existing mods, which is something I really enjoy doing. However, I always end up with the same error. For example, I'm currently trying to expand dialogues from "Radiant Prostitution". (Take the mod just as an example, I had this error with a lot of mods, but I have never looked for a proper solution.) The problem is that, after adding new lines and dialogues option, I have to add a script to the last dialogue line to make it work as the mod itself inteded. So, what I'm doing is opening the scripted dialogue line of the mod and copying the Papyrus fragment and the script in my custom dialogue line. The point is that, after doing so, I always get a pop-up error with compiling. I paste here the error I'm getting with Radiant Prostitution: Starting 1 compile threads for 1 files... Compiling "TIF__030B6FEA"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,0): variable QuestScript is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,12): none is not a known user-defined type No output generated for TIF__030B6FEA, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__030B6FEA Now, the thing I'm not understanding is: how can the dialogue line from the mod have the script working and then, when I copy the same script to a custom dialogue line it gives me error? The source files from the mod are unpacked in the game directory. I also tried to unpack the Scripts.rar created from Bethesda, but nothing seems working.
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Hi modders! I've got a problem. When I enter water in a specific cell in my custom worldspace my player is moved somewhere far from map borders. Looks very weird and laggy. I've checked my water settings - all is default. There are no water markers or any other triggers in this cell. Just some static meshes. There is no such bags on the surface. Never seen such problem before. Any thoughts or ideas how to solve this?
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Hi, I have a follower mod for SE. I wanted to make some modification on her face in the Race Menu. After I created my follower's modified face on PC, I exported its face. I used SSE NIF Optimizer to convert to LE. I used Nif Merge that's a mod LE. Then, I converted to SE. I putted/replaced the new .nif & .dds files in the correct folders in SE's "FaceGeom" and "FaceTint" folders. When I started the game, my follower had brown face and no eyes also. The only thing that I remembered was Ctrl+F4 in the Creation Kit. That fixed the problem. However, it started to use the original/old face, not the face I created via Race Menu. One year ago, I used Nif Merge again for my another follower. I don't recall any brown face problem, and/or how I did before. I have 6 types of outfits. For the first one, the new face appears normally as you can see below: It has narrower nose and skinnier face. When I replace this face for the other ones, I got I got this face bug. So, I could only reduce the width of cheekbone and jaw. There is no width setting for nose in the Creation Kit. The only nose that look prettier was "Nose 1" as I could find. So, after using Ctrl+F4, I got this face: Why the face that I merged, worked only for my Outfit #1 mod, not for the others? If I convert my mod to LE, then use NPC Nif Merge, can fix this problem, or not? The original mod's face looks like this. My follower has larger face: If you can help anyway, I'll appreciate.
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