Smut Goblin Posted August 11, 2016 Posted August 11, 2016 I am dabbling in using CK to modify a mod slightly. If I save in CK, the new .esp is created in the overwrite folder, I then move it into the mod folder. But no matter what I do, I can not see the changes in game. Yet, if I reopen the .esp, my changes are there. At this point I am confused and don't know if I am missing something in my edits or if it's CK and MO fighting each other. The mod I am trying to edit: http://www.loverslab.com/topic/61801-prettier-bandits/ Well done mod, exactly what is needed when using PaH and Being Female. It prettifies most random NPCs and produces good looking results. But sadly, the author made all Wood Elves have green hair. Looks fine and exotic on a lone Wood Elf, but I am running a Wood Elf squad, where it is a bit too much. (Also, I like redheads.) What I tried: - Simply changing the entry used by the mod for the green color to equal the default chestnut color in Miscellaneous/ColorForm - Removing the color from "Available Hair Colors" in Character/Race/WoofElfRace - Changing all the default hair colors in actor/actor/actor/WoodElfRace to the default chestnut. - Outright deleted the color entry from Miscellaneous/ColorForm Even on a new save, wood elves still get the green hair. Which file am I missing? Or is it Mod Organizer? Though, CK seems to correctly create the new .esp in the overwrite folder, which also displays the changes when opened up in CK again.
Smut Goblin Posted August 12, 2016 Author Posted August 12, 2016 Allright, I kept testing and now am at a complete loss. I think I removed all references to the green hair. In CK, I add a wood elf bandit NPC to a cell. Ingame, that NPC is in that cell, with green hair. I am confused.
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