Aldid Posted August 15, 2022 Posted August 15, 2022 I'm experiencing an issue which causes the follower to frequently become invisible when changing areas. Resetting and resummoning them works (as well as continuing to play until they randomly show back up), but it is quite annoying. Has anyone else been experiencing this?
leakim Posted August 15, 2022 Posted August 15, 2022 (edited) On 8/14/2022 at 8:21 PM, LazyGirl said: So the full mode set to 15 works when making the character but then lite mode set to the same/doing the same things can't maintain the appearance through loading/saving? Hmm, very odd. Could you attach the preset, headmesh and a pictures of what the face looks like when it's correct and when it bugs out? I'll see if I can reproduce the problem in my test setup. Thanks again for the feedback! I've now tried with a bunch of different presets and got some more information about the behaviour: It is 100% certainly the "sculpt" of the face (and related section of the jslot file) that is not loaded, because: If go into the RaceMenu, load the preset on my PC, then go into the sculpt editor and make all elgible head parts editable (important, also there may be a scrollbar!) then clear the sculpt (press Z), the face looks the same as when it fails to load after a save. Loading a follower without a sculpt does not exhibit loading issues. In this regard I am not entirely sure when the "headnif" is used. As far as I am aware this is simply the exported sculpts. But those are also present in the jslot file. Anybody knows how this works? How does LazyFollowers use this file in relation in the sculpts in the jslot file? I tried to look for different presets to base a follower on, which do not have a face sculpt and was able to succesfully get those presets working properly (=loading correctly each time after saving and not messing up the PC's face either). That being said, it was not without trouble, as for some reason my game would start to CTD when loading this follower. Turns out a node in the "transforms" category called "NPC Head MagicNode [Hmag]" caused this. Removing it fixed all CTDs when loading. Yes it was a massive pain to determine this node caused the problems, but I think this node probably originates from some mod the author had installed since I did not have this problem with my other presets and this node is not present in those either. (this is using 15/11 load modes) I am not aware which category "sculpts" belong to in the MCM of (overrides, body, transforms, skin). The presets I have made with face sculpts are based on presets from this mod. After having applied a preset from this package and saving/loading a few times there are often very obvious seams around the mouth and the face of the PC just does not look right. Important notes: I do use the command in the original post to generate the jslot files for the preset after loading them in Race Menu, although I am not sure there are any differences in the generated files at all compared to standard preset saves (I have not taken a closer look). I do not need to export and setup the face sculpt to reproduce this issue. It happens irrespective of whether or not that is done. Remember to save/load a few times. I find that if I have devious devices installed it always happens after the first save/load. Perhaps that is why I was certain the devious devices caused the issue previously. Yes, these presets have a lot of dependencies that I did not mention in my previous post, but these are the presets I was initially testing with. After discovering that I could easily reproduce the problems in a minimal setup (in which I used used whatever compatible preset with a sculpt I could find), I have simply gone back to testing with most of my mods back on. Remember that it is only a problem to have sculpt on the follower. In all my tests I have always had sculpt on the PC. Having a PC with a sculpt combined with a follower with no sculpt causes no problems. See below for the broken face. In this case I used Kurone YoRHa2 and did not really make any changes. Ignore the haircut. Quote Edited August 16, 2022 by leakim
LazyGirl Posted August 24, 2022 Author Posted August 24, 2022 I finally got around to do some testing and tried the following Test setup with dark elf preset/head exported onto nord = No issue Test setup high poly head with dark elf preset/head exported onto nord = No issue Modded setup with a nord preset from that page/head exported on a redguard = No issue I tested mainly cross race because I figured it would be immediately noticeable if the dark elf head shape wasn't overridden. Unfortunately this wasn't entirely unexpected since none of the previous reports had managed to pinpoint a specific mod or other way to reliably reproduce it. The problem appeared already in the old NPC Racemenu loader mod which didn't have headmesh support so it might not even be directly headmesh related. Alternatively the preset only has the same/similar issue. With reservation I'm still on 1.5.97 so not running the latest versions of mods yet. Things might work differently. Have you had any better success with the latest Proteus? I saw the following info in the 2.0.0 changelog You must now go to RaceMenu mod's skee64.ini settings and enable ExternalHeads. Make the bExternalHeads=1 in the FaceGen options section. If you don't do this, the player/NPC appearance may not be accurate/reliable. Not sure if this is something Proteus specifically is hardcoded to require or a general fix for the RaceMenu NPC function but give it a shot if you haven't already see if it helps.
HelloWorldZ Posted October 31, 2022 Posted October 31, 2022 (edited) On 8/16/2022 at 3:21 AM, leakim said: It is 100% certainly the "sculpt" of the face (and related section of the jslot file) that is not loaded, because: If go into the RaceMenu, load the preset on my PC, then go into the sculpt editor and make all elgible head parts editable (important, also there may be a scrollbar!) then clear the sculpt (press Z), the face looks the same as when it fails to load after a save. Loading a follower without a sculpt does not exhibit loading issues. In this regard I am not entirely sure when the "headnif" is used. As far as I am aware this is simply the exported sculpts. But those are also present in the jslot file. Anybody knows how this works? How does LazyFollowers use this file in relation in the sculpts in the jslot file? I had this issue what I did to fix is use the Lazyfollowers MCM manually -Change name -change class/style/etc -Choose racemenu preset (JSLOT) with their corresponding headnif -choose compatible follower voices ------------------------------------ the issue happens when u use a racemenu preset without headnif or NPC Preset.JSON function (the one that automatically summons the follower when used) NPC Preset found in SKSE\Plugins\LazyFollowers\LazyFollowersNPCs\Name.JSON for some reason when I create follower using the saved JSON not the JSLOT the issue happens when u load a savegame inside the game. I think the issue is because MAYBE generally sculpt data is not read in JSLOT even though normal racemenu can read it headnif is a must for sculpted head because this is where the npcappearancechanger will get the sculpt data NPC preset JSON method is broken when it comes to loading headnif Edited October 31, 2022 by HelloWorldZ
elcana Posted February 15, 2023 Posted February 15, 2023 My presets don't show up in the mod list. Has this been asked here before?
WaxenFigure Posted June 15, 2023 Posted June 15, 2023 (edited) This looks interesting but why not Export the Head from the sculpt menu as well as the JSON file for the head. Give them matching names so you can match them to each other and then you can copy the mesh NIF file and DDS Texture file to the appropriate locations so the game HAS a NIF and DDS for the head and doesn't have to build it on the fly and thus sap the FPS. And no, despite a lot of people saying otherwise the game doesn't use the file path or even the file name in the NIF to find the DDS texture for the face, the game knows where that file is supposed to be and knows what it's name is supposed to be so it doesn't use that field in the nif file at all. Edited June 15, 2023 by WaxenFigure
quarzo Posted January 2, 2024 Posted January 2, 2024 guys since proteus is broken i tried this mod, works perfect but for some reason antro custom races like equine the males dont spawn the heads, is like spawn with a very tiny one, any solution for this?
chasm Posted February 17, 2024 Posted February 17, 2024 I was so hoping this would work, but I could only get two results. Either purple face or the weird Down Syndrome face you get when a nif is missing.
chasm Posted February 18, 2024 Posted February 18, 2024 Update, just for the hell of it I tried the Nexus version, even though dates suggest they are the same, and it doesn't have the same problem. Maybe I had a download problem.
Bluegunk Posted March 14, 2024 Posted March 14, 2024 (edited) I'm getting instant CTD on using the console command to save the preset. PC, AE, game 1170. Update: D'Oh! Open console. Select your character and then enter the preset save command. I'm getting to old... Edited March 14, 2024 by Bluegunk
43deadwood Posted May 31, 2024 Posted May 31, 2024 Great mod - was looking for 3 male followers that could be spawned beside my hapless female adventurer - this did everything I wanted. Thanks for your hard work!
Raccoon In A Tank Posted March 31, 2025 Posted March 31, 2025 (edited) Having a bit of an issue here. Upon typing in the console "skee preset-save (name)" I immediately CTD. Every time. And I've tried with only the necessary mods enabled. Anything you can think of I may be doing wrong? Edited March 31, 2025 by Raccoon In A Tank Clarity
BadGamer97 Posted September 3, 2025 Posted September 3, 2025 Hello! Im trying to get this to work on AE. so far everything seems to work, MCM shows up and all but when i try to use the commadn to save the preset i get CTD sadly. Are custom races supported by now? Ive read in an early response that they arent. Is there maybe another way to add an existing preset into the mod so i can skip the whole command thing?
Jordoor Posted September 11, 2025 Posted September 11, 2025 Hello. Maybe this is something I’m doing wrong but I followed all the steps to make my character with the preset. I put the nif files and everything in exported like the mod said. but my character face skin color does not match the body. The face sculpt is fine but the skin color is a pale white when normally it’s darker like the body. I know this is an old mod but is there a fix for this? I really want to use this mod.
PeachButt69 Posted November 22, 2025 Posted November 22, 2025 On 3/30/2025 at 11:32 PM, Raccoon In A Tank said: Having a bit of an issue here. Upon typing in the console "skee preset-save (name)" I immediately CTD. Every time. And I've tried with only the necessary mods enabled. Anything you can think of I may be doing wrong? Have you found a solution to this? I've been having the same problem.
aarinho Posted November 29, 2025 Posted November 29, 2025 On 11/22/2025 at 8:04 AM, PeachButt69 said: Have you found a solution to this? I've been having the same problem. - open console - click on your made character - the skee preset-save (your prest name) -done 1
PeachButt69 Posted November 29, 2025 Posted November 29, 2025 (edited) 9 hours ago, aarinho said: - open console - click on your made character - the skee preset-save (your prest name) -done I know how to do it, the problem is that step three crashes my game. EDIT: okay now it works. I guess I wasn’t clicking on the character Edited November 29, 2025 by PeachButt69
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