Jump to content

polingc

Premium Member
  • Posts

    136
  • Joined

  • Last visited

Nexus Mods Profile

1 Follower

About polingc

Profile Fields

  • Country
    United States

Recent Profile Visitors

68592 profile views

polingc's Achievements

Collaborator

Collaborator (7/14)

1

Reputation

  1. It certainly does at times feel like you're a kid in a candy store, always finding something else you want to add to your game. I think at a certain point you just need to decide to stop and enjoy the game for a while, and try to avoid installing anymore mods until you're at least done with your current character. I know I've started abandoned numerous playthroughs because some new shiny mod comes out that I want to incorporate and is either incompatible or needs to be implemented at the start of a new game.
  2. Look up Skylar modding on YouTube; she has great tutorials for making stand alone followers, which is what you'll need to do. Short version: copy the hair mesh and texture files to your data folder, open the creation kit Copy an existing vanilla hair object Change the mesh and texture properties to the Apachii hair mesh and texture (both the hair and scalp pieces) Be sure to flag the scalp as an extra Open the NPC's actor window Find the face parts, change the hair to your Apachii hair style. If all is good you should see the hair in the preview window. Save the changes and EXPORT THE FACE GEN FILES (select the NPC in the left hand window and hit cntrl+F4, if i remember correctly).
  3. Hi mr WAWA. I'm currently writing up a guide on how to do this for SE users (I've done it a few times and it's worked every time so far) but here's a short version: 1) Make your character in RaceMenu, export the head mesh .nif file and the accompanying skin tint .dds file. 2) Use the console command 'spf [iNSERT NAME HERE]'. This will make a .npc file in your Skyrim directory that you will use later. 3) Create your follower in Creation Kit as per normal, and give them all the same head parts (i.e. custom hair, scars, eyes etc.) that your RaceMenu preset uses. 4) In the character morph tab of the actor profile there is a button labeled "Import". Click it, and load your .npc file from step 2. This will then automatically adjust the slider values of your NPC's head to match the slider positions in RaceMenu, as close as possible that the Creation Kit can. NOTE: Your NPC at this stage will not look like your RaceMenu version, but rather what the CK can most closely reproduce. NOTE: You will at this point have two different head meshes. The RaceMenu head mesh you WANT to use, and the one the Creation Kit created after you made your follower. You now want to combine the two to make your NPC look like your RaceMenu version. 5) Load the CK mesh and the RaceMenu mesh in NifSkope. The CK mesh is located in the 'FaceGeom' folder and is a numeric value (i.e. 005900) 6) Open up the block windows in both meshes and find the TriShape data for the head mesh. 7) Right click on the RaceMenu head mesh block, select "Copy Branch". 8 )Right click on the NiNode of your CK Mesh file, and select "Paste Branch". NOTE: you should now, in the CK Head mesh .nif file, have TWO different head meshes: the CK version and the RaceMenu version. 9) Right click on the CK version's head mesh (i.e. the TriShape block; be careful because both TriShape blocks will have the same name). Select "Remove Branch" NOTE: You should now have only the RaceMenu head mesh remaining in the .nif file. 10) Repeat the process for any other meshes you need to copy over from the RaceMenu .nif file (e.g. scar patterns that are made to fit to the RaceMenu mesh and not the CK version) 11) Save your new .nif file, overwriting the old file (e.g. if the CK named the .nif file '005900' then save over it) NOTE: Your NPC should now look like your RaceMenu version! NOTE: Back up your new merged .nif file! Every time you open your mod in the Creation Kit, the CK will update and overwrite all the .nif files in the 'FaceGeom' folder. If you need to make any changes all you need to do is simply take your merged .nif file and overwrite the CK version again. Hope this helps!
  4. You need to change the slot data in the mesh file as well. Download nifskope and open your armor meshes (there will likely be two versions, identical names but one ending with _0 and the other _1). Navigate the left box to find the TriShapeData. There will be a block (e.g. folder path) called something like DismemberSkinInstance. Select it. At the bottom of the block detail window there will be a item called Partitions. Expand it. You should see another Partitions block; expand it. You should now see a drop down menu box that will let you select which BiPed slot you want the armor to occupy. Set it to whatever you want, just keep it the same as whatever you set in the creation kit. Save the edit and repeat for the other mesh (i.e the _0 nifv file).
  5. Wow! I did not expect to make the final 15, thank you so much for the honor. Congratulations to the other finalists, prize winners and everyone else who contributed: it was a lot of fun to see so many people from across the Nexus come together for a single large event. Since I know not everyone wants to read about it, I've hidden my own thoughts about image post-processing. Click the spoiler button to read my ramblings. Short version: I'm all for it.
  6. A great idea and a great way to honor what those two do for the image share of the Nexus and for everyone that contributes; looking forward to see what everyone puts forth!
  7. Are you running MO2 as an administrator? Eg. right click on MO2, select "run as administrator".
  8. You'll need to add extra dialogue options to the dialogue follower quest in the creation kit. Target Mercer as the specific actor, write his lines, copy the scripts used to control followers. You're essentially making a custom follower. Here's a good guide to follow with script commands. http://skyrimmw.weebly.com/skyrim-modding/making-a-custom-follower-skyrim-modding-tutorial
  9. You're going to need to make a custom follower framework. Here's the tutorial and template i used for mine. http://skyrimmw.weebly.com/skyrim-modding/making-a-custom-follower-skyrim-modding-tutorial By doing this you can make receuitment dialogue very simple or more complex, they won't take up a regular follower slot (that'll require adding your follower to a custom faction). I don't know how you would handle the inventory issue; probably need to develop a custom script for that.
  10. I know this is like tech support asking if you plugged in your computer, but you did delete the old skse files, right? The two that go in your Skyrim installation folder.
  11. I've been working on one for the past week. https://www.nexusmods.com/skyrimspecialedition/mods/20257 It's the same character, just aged.
  12. So there's a couple of potential issues/fixes at play here since you're using MO2: 1) I see you have both Racemenu and EnhancedCharacterEdit installed and activated at the same time. Don't do that. Those mods are highly incompatible and overwrite each other. For whichever preset you want to use, have only the respective character-builder mod activated. You may even need to uninstall the other mod. Do this first before trying further steps. 2) If you haven't already, save your own preset while using Racemenu. This will create the necessary file path (data>skse>....presets). Frequently presets won't load because the mod can't find the file path to put the .jslot file into. Then, re-install the preset mod. 3) When using MO2 you shouldn't have to put your mods into your Skyrim data directory folder. The whole point of using MO2 is that it creates what is known as "virtual" file systems: it doesn't actually install the mods into your data folder but rather temporarily activates them prior to starting the game. That doesn't mean much from a practical standpoint, but the important take away is that you likely have manually installed your presets in the wrong folder. Check your data tab in the right-window screen of MO2. You should see your presets located in the same file directory that you would expect (e.g. data>skse>....presets). If not, MO2 isn't finding the preset to load into the game despite it being installed on the left-screen. Hope this helps.
×
×
  • Create New...