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Removing or adding (even possibly creating new mod) to an existing mod without CK


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Posted

hi

 

here's my problem.

 

i use multiple mods that changes npcs.i use freshfaces and bijin aio (the other three loaded) serena replacer pandorable npcs etc etc.for example i like borgakh from freshfaces but not from bijin aio.i can use seperate installation feature in bijin but (i dont know why) it causes either black face or some other problem.

 

changing load order causes other replacements go bad too so thats not the answer.

 

As far as i know (from what i watched on youtube etc) tesvedit can help with that.resolving conflicts etc.

 

I had no chance using CK.it kept crashing at launching.i like to keep away from it as far as possible

 

in short i want to use specific replacers from diffirent mods.and possibly merge them to one so my plugin limit wont be a problem.

Posted
43 minutes ago, zvankli said:

tesvedit can help with that.resolving conflicts etc

Yup, that'd be the program to use.

 

Back everything up, because my instructions are being written quick and I may miss a step.  Also, this is the quick-n-dirty method, and will leave behind unused stuff.  It'll (probably) work, but it'll be messy.

 

1) Load all the NPC appearance mods you want to use into TESEdit

 

2) Assuming none of these are adding new characters, renumber formIDs on each mod, using a different starting point (so for instance, first mod gets renumbered starting from AAA333, second mod from BBB444, third from CCC555, etc, or whatever number system you want to use to make sure nothing will have the same ID when it is done.)  If it is adding new characters, extra steps would be needed or things will break, and I'm not going into that right now.

 

3) Starting with the first mod, "deep copy as override" everything into a new mod (name it whatever you want, but this may become a repository for any NPC changes you make in the future, so give it a name that is unique to you and stands out.).

 

4) Do the same with the second mod, etc until all of every one of those mods has been added to your new mod file.

 

5) Open a new file folder for your new mod (assuming you use MO, this would be in the same folder as your other MO mods -- similar method for other mod managers).

 

6) Copy and paste all the contents of the other mods' folders into this, overwrite if asked, don't worry about which version is in there yet.

 

7) Look at every NPC you have in there and decide which version of which NPC you want in the cases where there are more than one.  Make sure every bit of the appearance is taken from the mod you want and nothing is leftover from the mods you don't.  Final result should exactly match the mod you want to keep the appearance of.

 

8 ) Note the form ID of any character that had multiple mods affecting them.  Make sure to copy the meshes\actors\character\facegendata... file that corresponds to that character in that mod, as well as the textures\actors\character\facegendata\... for that same character.

 

For instance, if copying Lydia, whose NPC form ID is A2C8E, you would want to make sure to copy "meshes\actors\character\facegendata\FaceGeom\Skyrim.esm\000A2C8E.nif" into your mod, as well as "textures\actors\character\FaceGenData\FaceTint\skyrim.esm\000A2C8E.dds"

 

This has to match the version of the character you want to keep.  Can't mix and match (at least not the way I'm writing it out here).

 

9) Save your mod.

 

10) Activate your new mod last in the load order and load up the game.  With luck, the characters will look the way you want.  Sometimes characters you've already met in the game will end up screwed up this way, so there's no guarantees.

 

11) Assuming it worked as intended, go back into your mod in TESEdit, and in the file header, remove all the follower mods you borrowed from.  Save and re-enter the game.  If everything still looks good, you can remove the mods you borrowed from since you've basically copied all their contents.  Keep them around just in case though, since you may find something went wrong and have to get some more facegen files from them.

 

This method leaves a fair bit of junk data in your new mod.  Clean it up when you have time and the skill to do it.

 

I take no responsibility for this mucking up your game.  Modding Bethesda games is a skill, and the quick-n-dirty methods are not sure to work.  Make backups of everything.

Posted

bijin replacers have an aio single esp thingy that should i reinstall all of them seperately (individually selected option in fomod)

Posted
2 hours ago, Seijin8 said:

renumber formIDs on each mod,

bijin mods does have a null formIDs and cannot change it to anything else.i am using latest xedit using mo2

Posted
27 minutes ago, zvankli said:

bijin mods does have a null formIDs and cannot change it to anything else.i am using latest xedit using mo2

... what you are trying to do is not simple, and really isn't for beginners.

 

Go get some xEdit tutorials and figure out how the thing works.

 

EDIT: In an attempt to be more helpful, you need to right-click the mod itself and select "renumber form IDs from..."

 

But seriously, make backups, take notes, actually try to learn this stuff.  It'll be useful when something inevitably breaks.

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