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Changing the Hair of an NPC - thru CK?


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Posted

hey guys just wanted to see if there was a way to go into CK and edit a characters hairstyle. right now the char is a BBLS girl and i wanted to changer her hair to one of the KS hairstyles.

 

I opened both the files for KS hairstyles and BBLS in CK and clicked on edit of the char, went to appearance and found where you can edit the hair but i have 2 problems:

 

1 - there is not selection options for the KS hairstyles in the dropdown menu

 

2 - i changed the hair to a diff BBLS hairstyle and it changed her whole head skin tone so it doesn't match the body skin tone anymore. I changed it back but just wondering why the hair affects the face color?

 

trying here...

 

thanks

Posted

i figured it out in the CK and found the KS hairs but when i change it in CK and save and then go into game the hair is not the KS hair i picked and the head/face is diff. its like if you ever played vampire and turned a female npc into a vampire she will have a gray/brown vanilla ugly face. its knda like that. no idead why, it looks fine in the CK preview window....

Posted

i figured it out in the CK and found the KS hairs but when i change it in CK and save and then go into game the hair is not the KS hair i picked and the head/face is diff. its like if you ever played vampire and turned a female npc into a vampire she will have a gray/brown vanilla ugly face. its knda like that. no idead why, it looks fine in the CK preview window....

 

The face problem sounds like that Dark Face Bug

- have you tried that solution i linked?

- if yes, did it worked? did CK exported the face texture and nif as that article describes?

- didn't you change the color of the face yourself? (maybe you tried to fix it that way at first, and saved that change?)

 

Regarding the hairs

- is that plugin of yours loaded after the KS hairstyles?

(is the KS hairstyles plugin ESP or ESM? ...if it's ESP, then your plugin probably doesnt have it set as a master, then it could be possible that LOOT is seting it before KS in your loadorder - depends, but could be)

- isn't there maybe some other hair mod in your load order?

Posted

 

i figured it out in the CK and found the KS hairs but when i change it in CK and save and then go into game the hair is not the KS hair i picked and the head/face is diff. its like if you ever played vampire and turned a female npc into a vampire she will have a gray/brown vanilla ugly face. its knda like that. no idead why, it looks fine in the CK preview window....

 

The face problem sounds like that Dark Face Bug

- have you tried that solution i linked?

- if yes, did it worked? did CK exported the face texture and nif as that article describes?

- didn't you change the color of the face yourself? (maybe you tried to fix it that way at first, and saved that change?)

 

Regarding the hairs

- is that plugin of yours loaded after the KS hairstyles?

(is the KS hairstyles plugin ESP or ESM? ...if it's ESP, then your plugin probably doesnt have it set as a master, then it could be possible that LOOT is seting it before KS in your loadorder - depends, but could be)

- isn't there maybe some other hair mod in your load order?

 

 

the face issue = i'm gonna have to read that carefully as i kind of got confused with it... :(

 

the hair issue = yes the plugin is loaded after the hair. is that not right? the KS Hairdos don't have a master file so yea they are plugins too

Posted

As far as i see it you might be facing two problems:

Firstly the NPC was already created in your save before you started the edit and might have Facegendata and other NPC records of the refID stored in your savefile. The Savegame Script Cleaner could fix this issue. You can also goof around a bit ingame to see if that really is the problem by creating a new ID of the NPC with the placeatme command, disable/enable, etc. but don't do that on a save you plan to keep.

 

It could also be possible that another esp in your loadorder affects your NPC in any way thus conflicting with your change. In that case simply moving your esp to the end of the loadorder might already fix it.

Posted

As far as i see it you might be facing two problems:

Firstly the NPC was already created in your save before you started the edit and might have Facegendata and other NPC records of the refID stored in your savefile. The Savegame Script Cleaner could fix this issue. You can also goof around a bit ingame to see if that really is the problem by creating a new ID of the NPC with the placeatme command, disable/enable, etc. but don't do that on a save you plan to keep.

 

It could also be possible that another esp in your loadorder affects your NPC in any way thus conflicting with your change. In that case simply moving your esp to the end of the loadorder might already fix it.

 

yes this is a mid-playthru change-up. is that not a good thing? the plug-in that i made to change the look. where shud that go in the load order?

Posted

yes this is a mid-playthru change-up. is that not a good thing? the plug-in that i made to change the look. where shud that go in the load order?

 

 

All i'm saying that it is possible that there might already be NPC data stored in your savegame referencing the refID of the NPC that was spawned before you started editing the BaseID in the CK. I don't have the ability to say that this is actually the case, but it might be, as it's one of the main reasons for the greyface issue.

 

As for the loadorder, it should be below anything that could possibly affect the NPC in any way. Any mod that alters bodies, textures, animations, Dialogue of NPCs could also possibly affect your NPC. To check if the loadorder is the issue, just put your esp all the way to the bottom and see if this helps in any way.

Posted

 

yes this is a mid-playthru change-up. is that not a good thing? the plug-in that i made to change the look. where shud that go in the load order?

 

 

All i'm saying that it is possible that there might already be NPC data stored in your savegame referencing the refID of the NPC that was spawned before you started editing the BaseID in the CK. I don't have the ability to say that this is actually the case, but it might be, as it's one of the main reasons for the greyface issue.

 

As for the loadorder, it should be below anything that could possibly affect the NPC in any way. Any mod that alters bodies, textures, animations, Dialogue of NPCs could also possibly affect your NPC. To check if the loadorder is the issue, just put your esp all the way to the bottom and see if this helps in any way.

 

 

sigh... it already was. :(

 

i'm gonna figure this out if it kills me... :)

Posted

Two things you need to do for this, you don't have to make ks a master but you will have to find the hair  you are choosing and add it/them to your esp.

 

Example, I use "0moonhair" on npc, find it in head part and you will see also a 0moon_hl in another box when you open it, you will need to rename 0moon and 0moon_hl and then add renamed0moon_hl to renamed0moon and right click on old one in the box for 0moon and select delete (this does not delete anything in the fomid list). NOTE sometimes there is another head part with a different name also, if it is from ks you will need to make a copy and add it, if it is from skyrim then just leave it there.

Open your npc again, and in hair selection it should show up at the very bottom of the list any hairs you have renamed make sure you use the one you made. This just creates a link in your esp to the meshes so you don't to mess with load order and you don't have to start messing with moving nifs or textures around, as long as ks mesh and textures are available in you data then this will always work. I always add in the esp description that ks is required even though it is not a master, just in case I reinstall mods at some point.

 

Finally you need to select your npc in the list and press ctrl\f4 to export the face gen if you don't do that then you are using the old head with the wrong head part and you will have grey face.

You can change any of the charactergen parts and manipulate them whenever you want just make sure to export everytime, that data is not stored in the save so it will show up, I do it all the time.

Posted

Two things you need to do for this, you don't have to make ks a master but you will have to find the hair  you are choosing and add it/them to your esp.

 

Example, I use "0moonhair" on npc, find it in head part and you will see also a 0moon_hl in another box when you open it, you will need to rename 0moon and 0moon_hl and then add renamed0moon_hl to renamed0moon and right click on old one in the box for 0moon and select delete (this does not delete anything in the fomid list). NOTE sometimes there is another head part with a different name also, if it is from ks you will need to make a copy and add it, if it is from skyrim then just leave it there.

Open your npc again, and in hair selection it should show up at the very bottom of the list any hairs you have renamed make sure you use the one you made. This just creates a link in your esp to the meshes so you don't to mess with load order and you don't have to start messing with moving nifs or textures around, as long as ks mesh and textures are available in you data then this will always work. I always add in the esp description that ks is required even though it is not a master, just in case I reinstall mods at some point.

 

Finally you need to select your npc in the list and press ctrl\f4 to export the face gen if you don't do that then you are using the old head with the wrong head part and you will have grey face.

You can change any of the charactergen parts and manipulate them whenever you want just make sure to export everytime, that data is not stored in the save so it will show up, I do it all the time.

 

let me start off by saying i appreciate your reply. sadly i only understood about 20% of your instructions. i'm not on your level with this stuff so is there a youtube vid instructional or a written step-by-step tutorial for what you just said?

Posted

 

let me start off by saying i appreciate your reply. sadly i only understood about 20% of your instructions. i'm not on your level with this stuff so is there a youtube vid instructional or a written step-by-step tutorial for what you just said?

 

 

CPUs tutorial for Followers also tackles the issue of adding custom hairs. To put it in laymans terms rpw is describing a process where you bascially copy the hair out of the Hairmod and add it to your own mod, removing the depency and making your mod basically standalone.

 

http://www.loverslab.com/files/file/2132-tutorial-to-create-a-follower/

Posted

 

 

let me start off by saying i appreciate your reply. sadly i only understood about 20% of your instructions. i'm not on your level with this stuff so is there a youtube vid instructional or a written step-by-step tutorial for what you just said?

 

 

CPUs tutorial for Followers also tackles the issue of adding custom hairs. To put it in laymans terms rpw is describing a process where you bascially copy the hair out of the Hairmod and add it to your own mod, removing the depency and making your mod basically standalone.

 

http://www.loverslab.com/files/file/2132-tutorial-to-create-a-follower/

 

 

again... thanks much! :D

Posted

a workaround is download apachii or / and ks'hair wig mods (not the hdt version because it will make your follower dissapear) and trade her the one you like :P

Posted

a workaround is download apachii or / and ks'hair wig mods (not the hdt version because it will make your follower dissapear) and trade her the one you like :P

 

Hold the fuck up! Are you saying the Wig makes the follower invisible and only shows the Wig? Because having a flying tuft of hair follow me around and bash Bandits in the face sounds absolutely amazing!

Posted

 

a workaround is download apachii or / and ks'hair wig mods (not the hdt version because it will make your follower dissapear) and trade her the one you like :P

 

Hold the fuck up! Are you saying the Wig makes the follower invisible and only shows the Wig? Because having a flying tuft of hair follow me around and bash Bandits in the face sounds absolutely amazing!

 

 

hahah no, any hdt gear (hair, earring, necklace, etc) on a follower will make him randomly fade and vanish (completely). Some times this effect happens when changing cells, sometimes while just walking around. Loading a game or trying to click on the follower and do a disable / enable might make him/her visible again but there is no much point since eventually it will fade and vanish again

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