Jump to content

Can't add KS Hairdos to NPCs in Creation Kit


DaganEldr

Recommended Posts

Hello! I hope I'm posting this in the right section.

 

Basically, I have KS Hairdos, and I LOVE the mod. I want to customize a few particular NPCs with some of the hairstyles. I go to CK, check Skyrim and KS Hairdos, pull up the character, select the hair, and save the mod file. However, upon opening the mod I just saved, it tells me that it essentially can't find the face data for the particular character I just updated, and they get stuck with default vanilla hair, as well as a grey face in game.

I've tried CTRL+F4 and waiting for it to save facegen data. It says done, but does the same thing regardless.

I've already edited the Skyrimeditor.ini to allow the sequence bAllowMultipleMasterLoads=1 and all that. I don't know what I'm missing.

 

I read somewhere that someone fixed it by 'unpacking a .bsa', but that was for Special Edition, and I'm not using that version. I also don't see a .bsa file to extract in the mod for the basic Skyrim, so I'm a bit confused.

 

Any help would be thoroughly appreciated. Thank you ahead of time!

EDIT: And yes, I know about the KS Overhaul mod. While it is great, it's not what I'm looking for. I want to do this to a select few characters.

Edited by DaganEldr
Link to comment
Share on other sites

  • 6 months later...

I'm wondering if you had any luck on figuring things out. I'm completely new to modding and things have been updated since this post with CK and such but for some reason my CK won't save mods into the new esp file I create. The first one I tried saved the files: Skyrim.esm, Update.esm, and ApachiiHairStyles.esp but when I made a new esp file, I just tried to load the skyrim, update, and 2 other mods I need in order for mine to work properly: ChrisRichardz Anime Eyes and KS Hairdos. However, none of those saved in the new .esp file and I'm back to square 1.

Link to comment
Share on other sites

Both KS Hairdos and ApachiiSkyHair are ESP files. The CK won't let you use ESPs as masters, even though the game itself lets you do it just fine. There are several solutions to this:

 

Method #1

  1. Make a backup of the ESP that you want to use as a master. Use Wrye Bash to "Esmify" the ESP. You don't have to rename it to .ESM.
  2. Open the CK and use the ESP as a master. Save your plugin when finished.
  3. Restore your backed up ESP (it won't work in-game if you just leave it Esmified).
  4. Remember to do steps 1-3 every time you want to edit your ESP, or the CK will delete the "illegal" master from your plugin.

Method #2

  1. Use TES5Edit to edit your plugin. It doesn't have a problem using ESPs as masters.

Method #3

  1. Open the CK and use the ESP as a master. Save your plugin when finished.
  2. Since the CK deleted the ESP master, use TES5Edit or Wrye Bash to add it back.

I like to use a combination of #1 and #2. It's a good idea to save a copy of the "Esmified" plugin if you're going to edit the plugin several times (which is inevitable). The CK is good for big changes and editing scripts. TES5Edit is great for minor edits. You could probably use TES5Edit for bigger changes too, but you have to know more about the internal structure of ESPs.

Link to comment
Share on other sites

  • 11 months later...

I only really have knowledge making KSHairdos work with custom NPCs (worked perfectly), but it sounds like the actual path for the right mesh is missing (it doesn't find the hair mesh you applied to that NPC, since it still links to the old one). For creating a character I opened the head mesh nif in NifSkope, where I could assign the corect paths for any meshes. Try to open the facegen data you saved from the CK (CTRL+F4) there and look up the paths, if necessary change them and save afterwards - that should do the trick.

Link to comment
Share on other sites

could you explain method one again you are suggesting using ESP's as your master when you just said CK won't let you use them as masters and you making me confused

 

Yeah, it's definitely confusing. The CK only usually only allows you use ESMs as masters. But the only real difference (aside from the file extension ".esm") is a flag in the file indicating that it's an ESM. Otherwise they're the same as ESPs.

 

In case you didn't know, the CK lets you select a normal ESP and use its data, but when you try to save your file it doesn't add that ESP as a master to your file. It just ignores it and doesn't say anything. This breaks any references you made.

 

So when you "Esmify" an ESP with Wrye Bash, you're simply changing the flag to say that it's an ESM. This "tricks" the CK into allowing you to save it as a master in your file. After you save your file, you change the flag back and the game handles it without a problem.

 

I forgot to mention another solution. You could always copy all of the records that you're using from KS Hairdos into your own mod. Then you don't need to use it as a master. However, you have to know which records to copy (records can refer to other records, which you'll need to copy as well). Also, you should still get permission from the original mod author if you're going to release it, since you're taking content from the mod.

Link to comment
Share on other sites

  • 2 months later...

 

could you explain method one again you are suggesting using ESP's as your master when you just said CK won't let you use them as masters and you making me confused

 

Yeah, it's definitely confusing. The CK only usually only allows you use ESMs as masters. But the only real difference (aside from the file extension ".esm") is a flag in the file indicating that it's an ESM. Otherwise they're the same as ESPs.

 

In case you didn't know, the CK lets you select a normal ESP and use its data, but when you try to save your file it doesn't add that ESP as a master to your file. It just ignores it and doesn't say anything. This breaks any references you made.

 

So when you "Esmify" an ESP with Wrye Bash, you're simply changing the flag to say that it's an ESM. This "tricks" the CK into allowing you to save it as a master in your file. After you save your file, you change the flag back and the game handles it without a problem.

 

I forgot to mention another solution. You could always copy all of the records that you're using from KS Hairdos into your own mod. Then you don't need to use it as a master. However, you have to know which records to copy (records can refer to other records, which you'll need to copy as well). Also, you should still get permission from the original mod author if you're going to release it, since you're taking content from the mod.

 

Thank you so mush freind, that was really helpfull, you saved me x)

Link to comment
Share on other sites

  • Recently Browsing   0 members

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