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Pokestar

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  1. Thank you very much, I was very much hoping I would literally not have any unclean leftovers with deleting the records via xEdit. :)
  2. As the title says: I wonder if I delete two HeadPart records in my WIP mod via xEdit, is it literally like I've never had created them in the Creation Kit in the first place? Or are they "disabled" only, and in reality there will always be some kind of leftover of these records in my mod? If the later is true, I'd like to rebuild my little mod entirely and do backups of WIP versions even more regularly this time around. :smile: Thanks in advance for any answer to this.
  3. I'm sure we can figure this out. And since you mentioned that .spf file, I'm pretty certain what your problem is. The following is what I'd recommend you to do, step by step: 1. Go in-game and open up the race menu, load up your preset. 2. Exit character creation: Save your head as one of the slots, NOT presets. Exit the game. 3. Open up Creation Kit. 4. Load like this: Skyrim.esm, Update.esm, CharacterMakingExtender.esp (NOT EnhancedCharacterEdit.esp) as plugin files by ONLY double-clicking on them + YourMod.esp as the active file by single-clicking on it and then selecting "Set as Active File". 5. Go to your actor and go to the Character Gen Parts tab, import your .spf file there (Since I had literally not any tintmasks (scars, makeup, ...) put on my actor, I've never used this file myself, but it should work fine). 6. Now, important: Check the Base Head Parts box, you'll now need to change each HeadPart to the one you created for your actor. 7. Check the Additional Head Parts box: If there's nothing listed but "MarksFemaleHumanoid00NoGash", delete that. Otherwise, leave the box as it is. 8. Go to the Character Gen Morphs tab and select NoseType32. Now click OK and close your actor window. 9. Final step: On the categories list on the very left, expand "Actors" and select "Actor". Having that selected, search for your follower. Click on it, press Ctrl + F4. It will prompt you to confirm, click OK, wait a moment and save your plugin. Done. If your follower's head now still doesn't look as intended in-game, please send me a PM and I might check your work out for myself to find the issue. :)
  4. The only file path in your HeadPart records you may change really is the Tri file path if you've got custom .tri files to pack with your follower, which might apply unique facial expressions to it. Female Facial Animation, for example. Other than Tri, the Race Morph and Chargen Morph files are entirely useless to your follower afterwards, since they are ONLY there for morphing and generating FaceGen in the first place: These are the files that morph your head exactly the way you intended it to look in-game. Thus, after you've succesfully generated FaceGen, these files are literally unused by either your and any other NPC in the game with generated FaceGen, their head shape is saved in a .nif model file. In short: You never needed to change your Tri, Race Morph and Chargen Morph files paths in the first place to share your follower, it'll work perfectly fine with default ones set.
  5. Well, you did include CharacterMakingExtender.esp as a master file when you generated FaceGen? I should also note there's no way around using vanilla Race Morph and Chargen Morph file paths with ECE made heads if you really want it to look exactly like your preset on the NPC, since ECE's inner functions won't morph it properly otherwise. That being said, if your follower is of a vanilla race, definitely keep these file paths in your HeadPart records as default, or change them back. I had to figure this out myself until I finally got the outcome I wanted.
  6. Rewrote the script, it's still not working I'm afraid: ScriptName FJS01ThaliaLevelingScript Extends Actor Int FJS01ThaliaLevel Spell Property Oakflesh Auto Spell Property Stoneflesh Auto Event OnCombatStateChanged(Actor AkTarget, Int AeCombatState) FJS01ThaliaLevel = Self.GetLevel() If AeCombatState >= 0 If FJS01ThaliaLevel >= 25 RemoveSpell(Oakflesh) ElseIf FJS01ThaliaLevel >= 50 RemoveSpell(Stoneflesh) EndIf EndIf EndEvent Anyone knows what's wrong? My NPC keeps casting all flesh spells.
  7. Hello there, hopefully, someone might check be willing to check whether this script is set up correctly and in the most efficent way for what I'm trying to do, since I'm not quite sure and by far not a heavy scripter. The "flesh" spells in the game do not stack their effects. But my companion NPC with Oakflesh, Stoneflesh and Ironflesh in its SpellList still casts the worse version(s) one after another alongside the best one available at its current level. This behaviour appears quite silly to me, so I've been looking into a way to prevent my companion from doing this by removing the worse "flesh" spells once a better one becomes available. This is what I've come up with: [ Deleted ] Anyways, my NPC still casts all flesh spells once getting into combat state, so I'm a little baffled. Therefore, I'd very much appreciate if if someone might show me the "right way" to handle this, since removing spells at a certain level is probably something I'm going to have to do for other cases in the future. Thanks in advance. :smile:
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