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Worldspaces, NPC Facegens, and ESPFE's


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Hey guys, I want to talk about a very prominent issue going on with Facegens when placed in some worldspaces that are ESPFE. My follower mod recently struggled with dark face bug because placing the NPC in the worldspace of sky haven temple courtyard will invalidate the ESPFE format in XEdit. Even when changing the formid in XEdit and resaving, the bug still occurs. Now I know that some of you may be thinking that this is not a really big deal, but I find it too strange for it to specifically happening to my NPC and not others. I'm looking for any explanation as to why it happens and how I can fix this. I've tried many things, but I'm basically stuck at a dead end at the moment.

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Not enough information.    If you are still talking about that horribly organized FoxGirls mod. it is the issue with that mod (and with the way CK works).     They made duplicates of races, and of headparts, and of formlists of allowed headparts in duplicated races - it is a colossal mess.   And the moment you save that plugin from inside CK, it messes things up, and the actor headparts are no longer matching the mesh names in facegen files - which is what causes the black face bug.

There are literally tons of follower mods that are ESPFE, which use light mod-ranged RefIDs to place the follower in the worldspace, and which work perfectly fine.   In fact, the worldspace reference formID has ABSOLUTELY NOTHING  to do with actor facegen.   The problem is that when saving an .esp from inside of CK,  it can make a lot of "under the hood" changes you know nothing about.    Messing up head parts if one of them.

Therefore, when I did the experiment with changing where a given Foxgirl was placed,  here is what I did:

  1. Took the original .esp file as provided by mod, set it as a master, and essentially started a NEW mod.
  2. Placed the actor from foxgirls in a new desired location.   
  3. Saved my new plugin as "foxgirls_relocated.esp".    Again, it was not the original forxgirls esp, renamed - it was a brand new plugin file that used foxgirls as master, and contained only the new worldspace RefID, nothing else.
  4. Opened xEdit, and copied this new RefID from foxgirls_relocated, into the original foxgirls.   
  5. Deleted the old worldspace RefID, and then assigned its FormID to the RefID copied in step 4.
  6. Then, I saved the foxgirls .esp.    Unlike CK, the only changes xEdit will do are those made by the user, no hidden stuff.

P.S. If you upload "your follower mod" somewhere I can get it, I can take a look and tell you what is wrong - as well as potentially fix the bug.

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@scorrp10 https://www.nexusmods.com/skyrimspecialedition/mods/126860?tab=description

Here is the link to my mod. Sorry if it can't be downloaded yet, I'm having major problems with Nexus' virus scanner. I've kept talking to support about it, but for now I'll be uploading them in some other formats.

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Goodness, it requires as masters:
Shino_Miko_Outfit_Rework.esp
TeraElinEyes.esp
TeraElinRace.esp
nwsCVRFollower.esp.

Sorry, will not be installing those.   TeraElinRace in particular is a buggy mess that, even with compatibility patch. seriously messes up Khajiit and Argonians. other things in RaceMenu.   

I would strongly suggest at least putting out a version that does not require custom outfit and custom voice mods.

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  • 2 weeks later...

Hey, so I fixed it. I also got it to ESPFE. The thing was, it was a ridiculous process. I basically had to use a script on the nexus for rewriting all of the formID's to fit into the FE structure. Then it got worse, because now I kept crashing. Going back, I checked every formID and had to change the ones that overrode other mods and base Skyrim formID's. it looked something like this: 00000801, but it's overridden, so changed to 0000F801. Then I had to completely rebuild her headparts and facegen sculpts from Racemenu. At least it works now though, save for all that headache.

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