Guest Posted April 3, 2017 Posted April 3, 2017 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.
Mud Posted April 3, 2017 Posted April 3, 2017 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.
Guest Posted April 3, 2017 Posted April 3, 2017 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.
Pauduan Posted April 3, 2017 Posted April 3, 2017 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.
Guest Posted April 3, 2017 Posted April 3, 2017 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!
prakhan Posted April 5, 2017 Posted April 5, 2017 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
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