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Simple question? (Exporting racemenu onto a follower)


akayds

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Posted

Hi,

 

I was wondering if someone could walk me through this process because I don't know enough.

I have the Dagi-Raht race and I have made a character from it, I want to export all the racemenu appearance on, let's say, a standalon Dagi-Raht follower that I could download and put my custom Dagi-Raht appearance on that standalone follower. It also has to be marriable. I tried using Alternate Actors and Familiar Faces but these 2 only cause problems. Thanks.

Posted

Download NIFmerge and open the application. You will get a window with two panes.

 

Locate the face mesh file for the follower in the corresponding facegeom folder  (sorted by mod/master file). You will find the needed info from TESEdit or CK.

 

Drag the located mesh into the right pane.

 

Locate your exported Racemenu mesh in the SKSE\...\chargen folder. Drag that onto the left pane.

 

You could use the automerge function but it's safer to select the meshes manually. If you have chosen extreme positions for eyes and mouth the final result may be suboptimal.

 

Merge to target and check the results in-game. If the basic look is okay, you can delete the auto-backup nif made by NIFMerge.

 

Now locate the facetint .dds file corresponding to the NPC ID, it will be the same as the nif file.

 

Copy the exported RM facetint file to the mod's facetint folder and rename it to the NPC id. Make backups at every step so you can go back and start from scratch if needed or you missed a step.

 

This will only change the NPC appearance. Remember you will get a neck gap pr mulge if the weight of the follower is not the same as the weight you used when making the RM head. This process is not guaranteed to work if the headparts are not listed in the .esm file, or if there is no .esm file at all.

Posted

Download NIFmerge and open the application. You will get a window with two panes.

 

Locate the face mesh file for the follower in the corresponding facegeom folder  (sorted by mod/master file). You will find the needed info from TESEdit or CK.

 

Drag the located mesh into the right pane.

 

Locate your exported Racemenu mesh in the SKSE\...\chargen folder. Drag that onto the left pane.

 

You could use the automerge function but it's safer to select the meshes manually. If you have chosen extreme positions for eyes and mouth the final result may be suboptimal.

 

Merge to target and check the results in-game. If the basic look is okay, you can delete the auto-backup nif made by NIFMerge.

 

Now locate the facetint .dds file corresponding to the NPC ID, it will be the same as the nif file.

 

Copy the exported RM facetint file to the mod's facetint folder and rename it to the NPC id. Make backups at every step so you can go back and start from scratch if needed or you missed a step.

 

This will only change the NPC appearance. Remember you will get a neck gap pr mulge if the weight of the follower is not the same as the weight you used when making the RM head. This process is not guaranteed to work if the headparts are not listed in the .esm file, or if there is no .esm file at all.

 

I don't know these tools enough this all seems very complicated for something that should be pretty simple. Anyway, I have looked into the problem I was having and it seems like it was not Familiar Faces causing it after all but the Dagi-Raht race itself (my problem was the game would go very bright). So Familiar Faces will do the job after all although I feel like the mod is heavy. As for my problem with brightness bug it's a Dagi-Raht issue known that is being looked at so I guess I gotta wait.

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