Jump to content

Custom Follower Appearance?


Guest

Recommended Posts

Posted

Is there any way to apply a specifically built character to a specific follower?

 

Lets  say you build it in racemenu, are there options that allow you to then apply that to a follower?

 

I want to beautify my orc companion. :)

Posted

NPC Nif Merge on the Nexus lets you do this. Remove all equipment, export a head from the RM Sculpt tool, then import both that head and the follower's exported CK head into the utility. Match up the correct head parts, replace the CK exported head texture with the RM one, and you're set.

Posted

NPC Nif Merge on the Nexus lets you do this. Remove all equipment, export a head from the RM Sculpt tool, then import both that head and the follower's exported CK head into the utility. Match up the correct head parts, replace the CK exported head texture with the RM one, and you're set.

 

AWSOME! very much appreciated. Does this work for hair as well? Either way, I'm looking into this thx.

Posted

That will work only if the assets have a similar bone/vertex count and the exported mesh uses vanilla assets. For the most part, NifMerge itself will not allow you to mess up the merge too badly, but in general you will be safe if you stick to vanilla assets or tose that are already part of the character's assets. For example if your companion already uses Apachii hair it would be safe to sub it with another Apachii hair (remember to change the hairline as well) as long as the vertex count is lower or equal.

 

The best way is to create the character yourself and edit/create the mod in CK, then use NIFmerge to merge the head. Remember any hair and headparts that are used in the face must also be registered as headparts in the mod in CK (which needs you to convert them to esm files) or the game simply won't recognise the assets). I've done this technique to fix some messes in NPC replacers (mostly from Asia) but there are quite a few caveats.

 

Backup the face first, or learn the folder structure so you can restore it from the mod archive manually.

Posted

That will work only if the assets have a similar bone/vertex count and the exported mesh uses vanilla assets. For the most part, NifMerge itself will not allow you to mess up the merge too badly, but in general you will be safe if you stick to vanilla assets or tose that are already part of the character's assets. For example if your companion already uses Apachii hair it would be safe to sub it with another Apachii hair (remember to change the hairline as well) as long as the vertex count is lower or equal.

 

The best way is to create the character yourself and edit/create the mod in CK, then use NIFmerge to merge the head. Remember any hair and headparts that are used in the face must also be registered as headparts in the mod in CK (which needs you to convert them to esm files) or the game simply won't recognise the assets). I've done this technique to fix some messes in NPC replacers (mostly from Asia) but there are quite a few caveats.

 

Backup the face first, or learn the folder structure so you can restore it from the mod archive manually.

 

Understood, thank you!

 

Posted

For me I use saveplayerface /spf command and the export to racemenu which is the nif and texture file.

build the necessary file system meshes and textures for the follower outlined here http://www.loverslab.com/files/file/3045-tutorial-to-create-a-follower/

open CK add/ build the face parts stuff  then import the spf file for the follower save   then use the crtl/f4 to export the face, that nif i use in nifmerge with the one from racemenu

there are more than a few tricks to this But i usually get  spot on results.

nifmerge usually works best with a updated cvs file 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...