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(Creation Kit) Different body texture for modded follower?


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Posted

I have succeeded in creating my first mod. It's just a simple follower, nothing crazy. I got it working fine, but I want to make it so that the follower in question uses a different body texture than other NPCs. I've seen this done with other mods before, I just don't know how to do it myself without creating a new race. There was a thread on the nexus forums where someone said that you could make the NPC point to a different textures path in Creation Kit, but they didn't specify how to do that. Please let me know how I can achieve this. I'd like to give the modded follower separate normal maps, too, but I'm assuming it's the same procedure for normal maps and textures.

Posted

no need for crap kit to do that

 

load tesedit

your follower is a nord, that use mature, you want to give her fair skin

copy paste armor skinnakedbody as armor skinfairskin

add \fairskin in the texturepath, add that folder in texture folder, put fairskin there

go to your npc

put armor skinfairskin id in body armor or something like that (game load race armor body texture, if there's no body armor, if there's no armor that come with a textureset for body, game only load the nif body texture if there's none of that)

 

for the head texture, you search the npc id in data\mesh\actor

you open the head nif

go to mesh femaleheadnord texture

add \fairskin to the texture path

 

that nord now use another texture than the other nords

 

Posted
2 hours ago, yatol said:

no need for crap kit to do that

 

load tesedit

your follower is a nord, that use mature, you want to give her fair skin

copy paste armor skinnakedbody as armor skinfairskin 

add \fairskin in the texturepath, add that folder in texture folder, put fairskin there

go to your npc

put armor skinfairskin id in body armor or something like that (game load race armor body texture, if there's no body armor, if there's no armor that come with a textureset for body, game only load the nif body texture if there's none of that)

 

for the head texture, you search the npc id in data\mesh\actor

you open the head nif

go to mesh femaleheadnord texture

add \fairskin to the texture path

 

that nord now use another texture than the other nords

 

Could you possibly rephrase? Your wording is slightly confusing. Just pretend that I'm a three year old and have never modded Skyrim before.

Posted

skinnakedbody is found in armor. This armor adds nakedtorso, nakedhands, nakedfeet which you can find under armoraddons.  You need to look in each armor addon where it adds a texture set to use,(in tesvedit they are labeld nam0, nam1, etc).  These textures are found in the texture set section.

 

So the first thing to do is duplicate and rename your duplicates of all of those parts, the armor, armor addons, and texture sets. then edit the armor to use the newly named addons and the armor addons edited to use the newly named texture sets and remove the originals from your duplicates. 

 

Once you do that you edit the model file path and/or the texture sets in the armor addons and the file path in the texture sets to match your folders where you will store your mesh and textures. If you only add mesh then you only edit that path in armor addon, same if you only edit textures just add the new file path in the texture sets otherwise leave any folder path default.

 

Now to get npc to use this armor and ignore race assigned armor you open npc and look for WNAM - worn armor in xedit just below race and assign the armor here or if using ck I believe worn armor can be changed under the first tab when npc is opened for edit.

 

Posted
20 hours ago, RW311 said:

skinnakedbody is found in armor. This armor adds nakedtorso, nakedhands, nakedfeet which you can find under armoraddons.  You need to look in each armor addon where it adds a texture set to use,(in tesvedit they are labeld nam0, nam1, etc).  These textures are found in the texture set section.

 

So the first thing to do is duplicate and rename your duplicates of all of those parts, the armor, armor addons, and texture sets. then edit the armor to use the newly named addons and the armor addons edited to use the newly named texture sets and remove the originals from your duplicates. 

 

Once you do that you edit the model file path and/or the texture sets in the armor addons and the file path in the texture sets to match your folders where you will store your mesh and textures. If you only add mesh then you only edit that path in armor addon, same if you only edit textures just add the new file path in the texture sets otherwise leave any folder path default.

 

Now to get npc to use this armor and ignore race assigned armor you open npc and look for WNAM - worn armor in xedit just below race and assign the armor here or if using ck I believe worn armor can be changed under the first tab when npc is opened for edit.

 

Thank you, I got the textures working thanks in part to your description, however I have a slight problem again. There is a gross seem at the characters neck after applying the custom worn armor that I made using texture sets and head parts. It isn't the CTRL + F4 exported head mesh thing, since I already tested that. The character looks fine without the custom textures applied, so it must be something wrong with the set that I made. Any ideas?

Posted

Open your mod with xedit, go to the armor addons you created and check that weight slider is enabled for female. When making duplicate in ck it disables it for some reason.

Posted
17 hours ago, TheMadCatter said:

It isn't the CTRL + F4 exported head mesh thing, since I already tested that. The character looks fine without the custom textures applied, so it must be something wrong with the set that I made. Any ideas?

bet crap kit have rename headpart x to duplicate001, so the mesh is duplicate001 in the nif, so the game don't find x in the nif, so the game generate the head with femalehead.nif, without loading the tintmask on it, to show you there's a problem (20-30 sec to generate a head, less than 1 sec to load a head nif)

 

open the nif, add \matureskin, \fairskin or whatever to the head texture path, done in 2 minutes

that's done before you have create the useless headpart npcheadrace, you have to give the npc, then you rename femaleheadnord to npcheadrace in the nif (loading crap kit to regenerate the head? that take too much time)

 

 

Posted
On 4/11/2019 at 7:29 PM, RW311 said:

Open your mod with xedit, go to the armor addons you created and check that weight slider is enabled for female. When making duplicate in ck it disables it for some reason.

It is enabled for all the armor addons I made (feet, hands, body and head). I didn't duplicate them, I just made new ones.

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