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Follower folder structure


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Hello,

 

After looking at all the follower mods I have, I came to the conclusion they are all using different structures thus for the reasons I sometimes see a folder named after a follower in the data directory so on and so forth.

 

Ie: Data > Meshes > Body | Eyes | Hair | Facegen> Facetint | Mouth etc.

 

What is the best folder structure that should be used including facegendata so that goes to the correct directory? As I have also noticed that it is difficult to find the files generated by CK for facegen at times. Either that or it isn't generating files at all.

 

Thanks in advance.

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There are a few hard rules, but other than that, it is basically however you like.

1. Each resource MUST be under proper sub-tree. That is, every texture must be somewhere under Data\textures, all 3D models and animations are under Data\meshes, all compiled scripts under Data\scripts etc.

2. Certain files follow a very rigid folder structure requirements. For example, voice files must be structured just so to be properly found/recognized. And FacegenData files.

 

Now, about facegen: When you set up a follower in CK, you can specify the head parts, tweak various facial feature sliders, skin tone etc. and then have CK generate the head mesh and tintmask. Vast majority of modders today do NOT use that feature as it generally produces very bland looks. Heads are usually created by other means.

Now, as far as I recall, a CK without Fixes will automatically generate facegen files for any Actor that your .esp file includes or overrides. Which can potentially overwrite the beautifully sculpted Racemenu/ECE head you mat have created for them. A CK with fixes will not do that. You need to select the Actor records for which you want CK to generate heads and press Ctrl+F4. Placement and naming of those file is crucial.

Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\<plugin name>\<formID>.nif

Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\<plugin name>\<formID>.dds

 

<plugin name> is the plugin in which actor primarily defined. <formID> is the ID of the actor WITHOUT the mod index.

 

Example: You are creating a mod where you give Valerica (Dawnguard) a serving girl. As part of this mod, you also want to tweak Valerica's looks a bit (new hairdo, etc) Your mod plugin name is ValericaServant.esp

When you open Valerica actor record, its FormID as shown in CK is most likely 02003B8B That '02' is the plugin index. If you tweak Valerica's looks and then use Ctrl+F4 to facegen, the generated files will be:

 

Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\Dawnguard.esm\00003B8B.nif

Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\Dawnguard.esm\00003B8B.dds

 

Your mod is just overriding a form defined in Dawnguard.esm, so the files go there. And note the naming - especially the leading zero's. If you want to design a better looking head in Racemenu or ECE, that is how it MUST be named and placed - no exceptions.

Now, lets move on to that serving girl. She is a brand new NPC, defined in just your mod. If the only masters you selected for your plugin are Skyrim.esm, Update.esm and Dawnguard.esm, your active plugin index in CK is likely 3, so the serving girl's Actor FormID may be something like: 03000D64. Once you are happy with her looks, you select her record and press Ctrl+F4. The generated files will be:

 

Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\ValericaServant.esp\00000D64.nif

Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\ValericaServant.esp\00000D64.dds

 

This actor is initially defined in your mod, hence the placement. And again, note the naming.

 

Now, with those files out of the way, most other resources can be placed how you fancy. But you should keep in mind that you want to avoid potential conflicts. A lot of people, when they make a follower mod, they make folders either directly under textures and meshes, or under actors\character in those folders. I.e. if you named that serving girl Jenny, and dumped all her textures under Data\textures\Jenny, you are frankly asking for it. Data\textures\actors\character\Jenny is not much better.

 

What, IMHO, can be considered good structure:

Under Data\Textures\GoldenDragyn\ValericaServant\Jenny (and under that, sections for say, Body, Hair, Eyes, Clothes)

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I thank you for your time an knowledge. I had always wondered if some things were strict in thier placement. If I could give you kudos I would. As I said it seems to me there are others who don't seem to follow a proper structure and at times makes the data folder look like a mess, if not make it harder at times for newer players wanting to make mods whether personal or to share. I really don't like my data folder looking like a mess. Just makes it a pain at times to fix or change things.

 

Again thank you.

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