xenic Posted April 7, 2014 Posted April 7, 2014 I'm learning how to make my player character into a follower. Does anyone have any advice that will help me out? I found a pdf on the Nexus that uses Ck to start and NPC editor to assign everything else. Is this the best way to go? I exported my character's face to a .npc file and I'm wondering how to assign the proper body textures to make her stand alone. (I'm using SG textures renewal)
JRCosta Posted April 7, 2014 Posted April 7, 2014 Hi! Yes, that tutorial is a very good way to go, just make sure to make each step carefully. The first thing that tutorial tells you is to create the folders for the meshes and textures, that is the way to make her standalone - copy your character assets to independent mesh/textures folders. I have created some npc's that way and most errors I've found was due to not copy the proper files, so take each steps with time and always double check your work in the CK. Good luck!
xenic Posted April 7, 2014 Author Posted April 7, 2014 Hi! Yes, that tutorial is a very good way to go, just make sure to make each step carefully. The first thing that tutorial tells you is to create the folders for the meshes and textures, that is the way to make her standalone - copy your character assets to independent mesh/textures folders. I have created some npc's that way and most errors I've found was due to not copy the proper files, so take each steps with time and always double check your work in the CK. Good luck! The plan was to start saving characters as followers but the NPC editor is not working. I downloaded all prerequisites and it crashes everytime I try to open this Xenic Followers.esp Did I do something wrong with the esp? Or can the editor not handle an imported face?
JRCosta Posted April 7, 2014 Posted April 7, 2014 The plan was to start saving characters as followers but the NPC editor is not working. I downloaded all prerequisites and it crashes everytime I try to open this Xenic Followers.esp Did I do something wrong with the esp? Or can the editor not handle an imported face? What hair/skin/eyes/face (all that change your character appearance) mods are you using? When you use NPC editor the first time, a window with plugins to load appears (you can change that later too), make sure you load in the NPC Editor all the esp's needed, mainly the ones that you use to create the character that you have exported (you have used console command spf, right?). I quit doing followers because my NPC Editor crashed a lot with an hair mod (apachii or SG, can't recall right) and I found it was easy (and less buggy) to edit them directly in the CK.
sinivii Posted April 7, 2014 Posted April 7, 2014 I always did that stuff in the CK. Using the NPC editor is probably going to save you a lot of hazzle though, but if it keeps crashing you may not have much choice but to go for the CK. What I always did was find the assets I wanted to use for my follower in the meshes&textures folders and build the character from scratch by moving those assets into a modding folder which the follower would draw all the assets from. It's a very inefficient way of doing it, but it works, and you gain some control and oversight if you organize it well. Very time consuming though.
xenic Posted April 7, 2014 Author Posted April 7, 2014 I always did that stuff in the CK. Using the NPC editor is probably going to save you a lot of hazzle though, but if it keeps crashing you may not have much choice but to go for the CK. What I always did was find the assets I wanted to use for my follower in the meshes&textures folders and build the character from scratch by moving those assets into a modding folder which the follower would draw all the assets from. It's a very inefficient way of doing it, but it works, and you gain some control and oversight if you organize it well. Very time consuming though. I fixed the issue of the NPC Editor crashing by using it on my laptop. However I noticed that it's the same fields as the CK. With that said, I just did everything in the CK. Here is my next question. I have a mod fox 35 armor, that has overalls, and an eye mod that has green eyes. I want her to have that those on by default. Do I just need the meshes and textures or the esp's from the fox mod and the eye mod? Oh she also has elf ears I want to use too. Here is a pic of her
xenic Posted April 7, 2014 Author Posted April 7, 2014 Aeona Follower.7z This is what I've ended up with, but I'm sure I screwed up somewhere.
Deedlit Posted April 7, 2014 Posted April 7, 2014 did you founded any tutorial like that wich explain or do same with tri faces from ece?
xenic Posted April 7, 2014 Author Posted April 7, 2014 did you founded any tutorial like that wich explain or do same with tri faces from ece? No I didn't. How do I extract tri faces.
Deedlit Posted April 7, 2014 Posted April 7, 2014 No I didn't. How do I extract tri faces. my bad , im a horrible english speaker, i mean tri slots from ece(the saved char face presets). i got that from Stratovarius (hes helped alot): 1. Launch the game and load a saved game with the character whose face you want to use 2. Open the console with tilde (~ button, left of the 1/! key) and type spf followed by the name of the file you want your characters' face file to be named (for example, if I wanted to name my file Fiore, I would type spf Fiore), then press enter. This will save a file in the Skyrim main folder with the name you've chosen for your file in game, with the file extention .npc. (In my example, the file would be named Fiore.npc) 3. Open up the Creation Kit, load any custom character .esp and the main Skyrim.esm (you could also include any mod that you want to use materials from) 4. Once everything is loaded, open the NPC details window and go to the Character Gen Parts tab 5. Press the Import button and select the face file of your character you've saved before to the Skyrim main folder. Once imported, you'll see that the face of your follower NPC will now have the face of your player character! All that's left now is to customize your new companion with hair, clothes and makeup, as well as any base stats or inventory items you'd want them to carry. When you're done, give your NPC a unique ID so you can find him/her in the CK. Drop the NPC into the world at a location of your choosing for interaction and recruitment. I'm assuming you already know how to script companions with follower factions since you only asked how to make your PC an NPC, but if you're unsure of any of the steps just let me know and I'll walk you though it. Hope this helps! Just dnt works well if using ece, face goes vanilla like at least for me
JRCosta Posted April 8, 2014 Posted April 8, 2014 Just another thing: if you are having trouble open multiple masters or plugins in CK, take a look at this topic: http://forums.nexusmods.com/index.php?/topic/1010475-running-multiple-master-files-in-creation-kit/ And this one too: http://www.nexusmods.com/skyrim/mods/21690/? It teaches you how to set up your skyrimeditor.in file for CK to work properly.
sinivii Posted April 9, 2014 Posted April 9, 2014 did you founded any tutorial like that wich explain or do same with tri faces from ece? If you're using RaceMenu with CharGen Extensions, you can copy the TriShapeData ontp an NPC with all the original morphs intact, but you need to do some fancy stuff with NifSkope first... I haven't tried this myself though. Can read more about it on this page under "Export Head": http://www.nexusmods.com/skyrim/mods/36925/? Oh yeah, there's a CharGen extension that has all the ECE morphs if you're an ECE user.
Deedlit Posted April 9, 2014 Posted April 9, 2014 im going give a try at racemenu for couple days to seen, because tried do like sinivii said and if i try use ece+racemenu my char goes horrible when i enter showracemenu screen to try export, so ill use just racemenu and will try replicate some of my chars to can turn like followers
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