ZodiacBlack Posted July 23 Share Posted July 23 I have a couple mods that I wanted to move the NPC's to a different location due to constraints in space. However, they have broken headparts as a result. Regenerating headparts won't work in the CK, as the headparts are injected with formlists. What should I do? Link to comment Share on other sites More sharing options...
scorrp10 Posted July 24 Share Posted July 24 You are making no sense. Location of an NPC has nothing to do with their head parts. How EXACTLY did you accomplish "moving those NPCs to a different location". As in, describe the process step by step. Link to comment Share on other sites More sharing options...
ZodiacBlack Posted July 24 Author Share Posted July 24 So I decided to move Foxgirls of Skyrim from their original places to new ones. First, I went into the CK and deleted their old locations. Second, I loaded up new cells I wanted them in. Third, I drag and dropped individual actors into the cell/worldspace. I saved the mod, booted up the game, and whabam, default head black face. Link to comment Share on other sites More sharing options...
ZodiacBlack Posted July 24 Author Share Posted July 24 I think the important thing to note is that the headpart is included in a formlist that lists races, then a custom race linked to the headpart, then a formlist that includes the custom race, which is all then linked to the root npc. this is duplicated over all the other foxgirls. What I see wrong is that their facegen meshes are different headpart shapes, which means the author must not have used the conventional method of exporting headparts. I heard somewhere around the internet that modders from other countries do headparts a little differently. They must be using scripts to inject these headparts into the game with the formlists somehow, I just don't know how they do it though. Another example I have is the DovahKoi Companions, they also happen to use formlists that are linked to their headparts, with different facegen headpart meshes. Link to comment Share on other sites More sharing options...
ZodiacBlack Posted July 25 Author Share Posted July 25 Does anyone know a solution? Link to comment Share on other sites More sharing options...
xkkmEl Posted July 25 Share Posted July 25 (edited) Not sure I understood correctly, but... Perhaps you deleted the original object references (actors in their cells) and then created new ones. In that case, the formid of the actors changed and you may have broken all sorts of things, but I'm not sure how it's related to broken facegen data. One thing to try would be to right-click the new reference in xEdit, and change it's formid to match the original. Edited July 25 by xkkmEl 1 Link to comment Share on other sites More sharing options...
scorrp10 Posted July 25 Share Posted July 25 Ok, I installed and looked into that mod and it is a royal mess. There are a bunch of duplicates for every race, headpart, formlist, texture set, you name it, and it looks llike those actor records were created before all those duplicates cause head meshes have original (non-dup) head part names. So when you open the mod in CK, it reshuffles their base records to use duplicate head parts from the duplicate formlists specified in duplicate race records.... it is a mess. And yeah, then it saves it that way. Yes, it is fixable. But it would be a pain in the rear. I think I know a solution, but will need to double check it first. Link to comment Share on other sites More sharing options...
scorrp10 Posted July 25 Share Posted July 25 So, the least painful solution: I opened CK, set foxes_allinone.esp as one of masters, and started with no esp set as active. I deleted Ref for Ahori in Bee and Barb, then placed her in the Drunken Huntsman in Whiterun, then I saved the .esp as 'foxes_moved.esp'. Then, in Vortex, I enabled foxes_moved.esp. I ran the game, and sure enough, Ahori now were in Drunken Hunstman, not Bee and Bard, and she looked perfectly fine Next step, SSEEdit: For me, foxes_allinone.esp was loading at FE(009) - your will likely be different. Opening the 'foxes_moved.esp', I saw that it had two entries: Block 1/Sub-Block 5/RiftenBeeAndBarb/Temporary, had a 'deleted' override for RefID FE009859 (000Ahori) And Block 5/Sub-Block 7/WhiterunDrunkenHuntsman/Temporary now had a new 'Placed NPC' Ref for 000Ahori. I right-clicked on this new ref entry, chose "Copy as new record into...", gave it a new EditorID (000AhoriRef), and selected foxes_allinone.esp as target. Now, I went to foxes_allinone.esp, expanded Block 1/Sub-Block 5/RiftenBeeAndBarb/Temporary there, and removed entry FE009859 (one for Ahori) Then, went to Block 5/Sub-Block 7/WhiterunDrunkenHuntsman/Temporary, right-clicked the previously copied Ahori Ref, chose 'Change FormID', and put in FE009859. Saved and exited SSEEdit. Now, I could disable the foxes_moved.esp. Ran the game - Ahori in Drunken Huntsman, looking fine. 1 1 Link to comment Share on other sites More sharing options...
ZodiacBlack Posted July 29 Author Share Posted July 29 Wow, thank you guys so much! I had a handful of other followers with the same problem, but now I can fix them Update: So I tried it, turns out the ID won't get saved because of the FE... I had to leave it as 00 for now, and the heads are still black. I'm going to try looking for a solution to this. Link to comment Share on other sites More sharing options...
scorrp10 Posted July 29 Share Posted July 29 Ok, look, the important part is you need to restore the original mod (Foxgirls) to its initial state. (Before you tried editing its .esp) Basically, you need to get it first to a point there the NPCs are in their original locations and look fine. The important part, you should NOT write to original mod's .esp file from CK. Link to comment Share on other sites More sharing options...
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