Guest Kanori24 Posted October 31, 2016 Posted October 31, 2016 So I finally did it. I finally produced my own standalone follower. I went through all the usual steps: make your character, export them, creation kit everything, texture set, meshes, hair, blah blah. After a couple of hours of work I was able to get her into the game. Nice. But... well look at the attached image. On the left is the product, and on the right is the character she is supposed to be. You can tell I made use of XPMSE and RaceMenu's BodyScales sliders to scale her torso length and head size to my liking. But of course, those proportions didn't turn out in the product. I didn't really expect them to... Now, is there a way to get my template character's proportions into my new follower? Racemenu outputs those .jslot files, which I suspect records all the body parts scaling...
Jerok Posted November 3, 2016 Posted November 3, 2016 ... When I was looking into how to build a follower one of the critical aspects of it for me was the neck length, which was of course, a slider that couldn't be set on CK, so my issue was similar to yours. Only practical way I saw to overcome this was to load a customized copy of the skeleton.nif into your follower. Open that skeleton with Nifscope and play around with the scaling of the bones in question. Just don't ask me for a step by step guide, I'll revisit this soon myself but can't remember specific details off the top of my head right now.
nosdregamon Posted November 4, 2016 Posted November 4, 2016 I have no experience creating non-standards NPCs, but there's a tutorial by CPU which touches this: http://www.loverslab.com/files/file/3045-tutorial-to-create-a-follower/ (and CPU's tutorials are usually excellent, so I bet there's something helpful in it)
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