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NPC Editing


medic975

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Posted

Hey All,

 

Was wondering if anyone could point me in the right direction here. I am wanting to edit some of the Interesting NPC's additions in Skyrim to use the faces of several different custom followers. Such as having the smith Isobel use Danariel Storm Bows face. If at all possible I'd like to do it without making the follower mod a master of the 3d NPC. Trying to improve the look of some of my favorite characters and also cut down on the number of esp files I have. 

 

Would also love to figure out how to include hairs to these edits without making them dependant on the source .esp.

 

I keep finding tutorials on how to do this with your own player character, but none really how to do so with NPCs.

 

Posted

There are two methods that I believe would work.

1) Generate FaceGenData for each of the NPCs you want to edit and replace the generated mesh and texture with the FaceGenData given in the custom companion mods. The problem here is that there might be a neck seam if you use a different texture/body mod.

2) Figure out how the standalone companion was made standalone (i.e. what ArmorAddons and TextureSets were added and what files they refer to) and make duplicates and edit the Interesting NPC to use those. Then, you need to do 1) to make sure the face is the same, but this method, while more complicated, ensures there is no neck seam (since you are using the assets in the companion mod).

Posted

I believe I'm using the same body.

So for first method just control f4 to export the facegen. The place it in the destination pcs file path in the mesh and texture folders?

 

I thought maybe even just see the face morph and edit the Npc file directly.

 

Is there a console command like the one you use to export your character's face yet exports the followers instead?

Posted

Sorry, I wasn't clear. Most follower mods that are released come with FaceGen Data. It is composed of two files. The first, the mesh, will always get installed in Data\Meshes\Actors\Character\FaceGenData\FaceGeom\<Plugin Name.esp>. The second, the texture, will alwas get installed in Data\Textures\Actors\Character\FaceGenData\FaceTint\<Plugin Name.esp>. If the mod only adds one follower, there will only be one set of mesh + texture. If there's more than one follower, then you have to figure out which set is the correct one that you want to use. You can do this by opening the  follower mod in the CK, hovering over the Actor in the Object Window and their ID (a number) should show up. This is the same ID that labels their FaceGen Data.

 

Now, Interesting NPCs comes with already-exported FaceGenData (located in the same place, of course). So, you need to figure out which set should be replaced. Again you have to do this through the IDs. Once you figure it out, make a duplicate of the FaceGen Data from the follower mod, rename it, and overwrite the FaceGen Data for the NPC from Interesting NPCs.

Posted

That makes a lot of sense! I was wondering how the FaceGenData was named. Plus I bet I can avoid the brown face tint bug error by editing them directly in the CK. Thanks, Man!

Posted

Unfortunately it didn't seem to work. Gave her the dark face bug. I'll move on to method 2 and see how that works. I've done it before but I'm having a hard time remembering how without breaking her voice, quests, and general behavior.

Posted

I did. It may be something with the ECE. I know I've done it before, it's been a few months since I last did though. I know I did something in the CK where I used the Stand alone's model on the PC but had to have both esps. I'm following some guides now to see if I can find a short cut.

Posted

Well I'm closer. Opened each NPC that I wanted to change in the CK. Used the template box in the lower right, selected the character I wanted use clicked on use traits and then clicked it back off. Changed the voices back and hit cntrl F4 to export the facegen data. Exited without saving the esp. It worked, however now I have the dark face bug and can't seem to get rid of it.

 

Posted

Figured a work around method found in the documents of the alternate face for the Cerwiden companion. http://www.nexusmods.com/skyrim/mods/20787/?.

 

Ended up breaking Isobel somehow, deleted her scripts. Not entirely sure how I pulled that off as the other NPC's I edited were fine. But I edited enough of them that I'm not interested in going back and fixing her. 

 

Thanks for the help TheDriedFinger. Turned out your method was correct, however I needed to also add the mods used to build the NPCs to the Interesting NPCs master. esmify the file and Cntrl F4 the face files from it, then espify the file back.

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