Jump to content

Messed up when turning my NPC into a mod


Reefor

Recommended Posts

I finally made a high poly follower with a working mouth in the right place. Then when I was packing it up and turning it into a mod I messed up and the high poly head reverted back into a low poly. I used the Bethesda method that turns it into 2 BSAs & an .esp (I'm not publishing this, it's not good enough. I'm just learning)

I still have the right head nif but I had to delete all the resources in order to install the mod into MO2 to test it. So if I'm understanding this right, in order to try to redo the packing through Bethesda I have to recreate mesh & texture folders with the paths & resources, then go into CK and recreate the NPC doing all that pathing again to recreate the headparts. I'm still a noob so if I try to do that without a tutorial I'm probably going to mess it up. I might as well just start over.

I have seen plenty of mods that don't use BSAs, so I'm guessing there's a way to do it that doesn't go through CK. And that's a way I'd probably understand a lot better since I'm not trying to work with a CK system that I have 0 experience with or BSAs that I also have 0 experience with.

Is there a good tutorial out there to create a file structure for High Polys without using CK or BSAs so I can fix, recreate, and pack it up that way?

Link to comment
Share on other sites

  • Recently Browsing   0 members

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