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Chance Race Standalone Follower


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Posted

Basically i want to chance the Race of my Standalone Follower. I mad the follower with Nord Race but to replace the skeleton and let her still be standalone and give only the follower a new skeleton i want to chance the race.

So i mad a new race (copy Nord an rename it) that work witout a problem and the skeleton works to but if i give the follower that race the head will be replacet to a vanilla black face with vanilla hair.

 

Do i need to create all face assets in ck (like hair,brows,eyes,...)for the race or is there a easy way?

 

 

On the head part works only the hair colour because i add it in the ck

 

and the eye color because i move them to from:    textures\actors\character\mymod\Eyes

                                                                to:    textures\actors\character\eyes

Posted

I would think as long as you used the npcs orignal race and just duplicated that, changed skeleton path and didn't change id of the npc then it would work fine but you would have to test in a new game. Existing save will have npcs data and facegen isn't likely to load.

To get non vanilla head parts to show for ck you will have to find the head parts in that mod, find what race they use, look under RNAM valid races in the head part then go find that form id and you willl need to add your race to that form id.

Posted

dosn't help still the same with new game and added to the formlist

and when i chance the race back the black face stay so i need to use a older esp where I have never set the race to the follower(game save dosn't matter).

 

i create the follower with nifmerge mabye it helps if i export the face again?

 

 

 

edit: so i made the hair,brows,and eyes in ck and add it to the race and they work but how do i make a head?

 

Screenshot .png

Posted
On 6/8/2018 at 4:10 AM, RW311 said:

look under RNAM valid races in the head part then go find that form id and you willl need to add your race to that form id.

some like to do it the hard and complicated way

 

go to the copy paste of nord race in tesedit

at the bottom, armor race, put nord race id there, that race can now wear everything available to nord

                       morph race, put nord race id there, that race can now use every headpart available to nord

instead of adding useless races in useless places (like those vampire race bethesda add to all those armors, the ones that made that stuff don't know how to use it^^)

Posted

Thank you for your answer 

But if i chance the id to Nord race dose it replace every char with Nord race because i want to only replace the skeleton from my standalone follower that has costum assets 

 

I alredy made a New race off a the copy of the Nord race in ck that works 

 

Now the only Problem is it destroys the face gen data of the follower if i edit the follower 

 

 

Posted

 Most likely the problem you are having is you changed the npcs race in CK and then saved, that will not work because ck will always reset all face morphs on race change.

 

I think you can get around this, first make your duplicate race in ck and just add the skeleton path don't change or add anything else and don't for any reason edit your npc in here. Then save, now open your esp in tesedit and change your npc race there and then go test if it can load the facegen, it should work because nothing has changed except skeleton. If it still doesn't work then you may have to go through the process of recreating the npc facegen with the new race set first.

 

Morph race should already be set to nord since you made a copy, that extra information is not important now and is just making this more complicated than it needs to be since it is only important when head parts don't show up in ck or racemenu edits, so don't worry about that until you run into a problem if you need to edit npc face again.

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