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Custom hair reverting to vanilla on Cait


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Posted

What it says on the title, I'm making a custom face replacer for Cait using a hairstyle from Azar's ponytail styles. The face changes show up fine, but the hair turns into that vanilla default one that the female SS has when you start a new game. Googling the problem hasn't been helpful, I did see one thing that said I should add Azar's hair as a master, but it already is, so I haven't got a clue what the issue is.

Posted

Interesting side bit of trivia here.... the CK cannot handle esp masters any longer (or ever?), whereas FO4Edit can.  CK can ONLY handle esm files as masters.  If you try to set an esp as a master in CK, it will not save on exit.  Even setting the esp as a master will not work without actually changing the extension to esm.

 

Using FO4Edit is much simpler as it allows for the user to set another esp plugin as a master.

 

If you absolutely must use CK (because it's quest/script related etc.) I found this to work:

  1. Make a copy of the plugin in the same folder (yourplugin - copy.esp)
  2. Set the copied plugin to a master (Wrye Bash - right click on plugin and select Esmify Self) <-- sets the internal flag to master, alternatively do this in FO4Edit but flipping the header flag
  3. Change the plugin name back to original but change extension to esm (you should now have yourplugin.esp and yourplugin.esm in the same folder)
  4. Load CK with that new master (yourplugin.esm) as an active file
  5. Make you mod edits, create dependencies, etc. save and exit CK
  6. Open FO4edit with your modded plugin that requires the yourplugin.esm file AND make sure that yourplugin.esp also loads before your modded file
  7. Change File Header>Master Files from yourplugin.esm to yourplugin.esp, save and exit

Since the yourplugin esm and esp were identical all references will transfer when swapping the header reference - and you now have a CK edited mod that depends on a plugin.

 

A bit harder to write out than it actually is - but I found this workflow through a bit of trial and error and searching around here on LL.  Hope it helps someone.  PS save the esm file you made for future use somewhere outside of your data folder - you definitely don't want to load 2 versions of the same mod with your game.

Posted
On 8/5/2018 at 5:34 AM, AWP3RATOR said:

Interesting side bit of trivia here.... the CK cannot handle esp masters any longer (or ever?), whereas FO4Edit can.  CK can ONLY handle esm files as masters.  If you try to set an esp as a master in CK, it will not save on exit.  Even setting the esp as a master will not work without actually changing the extension to esm.

 

Using FO4Edit is much simpler as it allows for the user to set another esp plugin as a master.

 

If you absolutely must use CK (because it's quest/script related etc.) I found this to work:

  1. Make a copy of the plugin in the same folder (yourplugin - copy.esp)
  2. Set the copied plugin to a master (Wrye Bash - right click on plugin and select Esmify Self) <-- sets the internal flag to master, alternatively do this in FO4Edit but flipping the header flag
  3. Change the plugin name back to original but change extension to esm (you should now have yourplugin.esp and yourplugin.esm in the same folder)
  4. Load CK with that new master (yourplugin.esm) as an active file
  5. Make you mod edits, create dependencies, etc. save and exit CK
  6. Open FO4edit with your modded plugin that requires the yourplugin.esm file AND make sure that yourplugin.esp also loads before your modded file
  7. Change File Header>Master Files from yourplugin.esm to yourplugin.esp, save and exit

Since the yourplugin esm and esp were identical all references will transfer when swapping the header reference - and you now have a CK edited mod that depends on a plugin.

 

A bit harder to write out than it actually is - but I found this workflow through a bit of trial and error and searching around here on LL.  Hope it helps someone.  PS save the esm file you made for future use somewhere outside of your data folder - you definitely don't want to load 2 versions of the same mod with your game.

 

Many roads lead to Rome. 
A way only with CK (without Wrye bash)

 

Open Data and rename the file extension Mod.esp to Mod.esm.

Open CK and set the Mod.esm as active (is not yet shown as master file)

 

If CK is done with load the fake Mod.esm -> switch back to Data and rename the Mod.esm back to Mod.esp and afterwards delete this Mod.esp.

Save the loadet Mod.esm in CK.

Done - CK created a valid master file

 

If you need a plugin:

Undelete the Mod.esp. Now you have a valid Plugin and a valid Master.

 

 

Posted
13 hours ago, Andy14 said:

 

Many roads lead to Rome. 
A way only with CK (without Wrye bash)

 

Open Data and rename the file extension Mod.esp to Mod.esm.

Open CK and set the Mod.esm as active (is not yet shown as master file)

 

If CK is done with load the fake Mod.esm -> switch back to Data and rename the Mod.esm back to Mod.esp and afterwards delete this Mod.esp.

Save the loadet Mod.esm in CK.

Done - CK created a valid master file

 

If you need a plugin:

Undelete the Mod.esp. Now you have a valid Plugin and a valid Master.

 

 

I'll have to try that out again.... I THOUGHT I did that and it didn't work, but perhaps not.  Thanks for the tip, that's an easier flow!

Posted
8 minutes ago, AWP3RATOR said:

I'll have to try that out again.... I THOUGHT I did that and it didn't work, but perhaps not.  Thanks for the tip, that's an easier flow!

Yep, I can confirm that worked like a charm! I must not have tried that before.

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