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How can I overwrite one NPC with with a version of my own making?


SiniVII

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I am ripping my hair out right now as I've been stuck on this for two days.

So I've downloaded some NPC and follower mods, but I don't like their looks or stats, so I go into the creation kit to change these.

I have managed to do this before, but it seems like a scattershot to me right now as sometimes it works and sometimes it doesn't? And I don't know if it's something to do with my procedure or a bug with the kit itself.

 

Here's my procedure:

1.

In the Creation Kit, I load the mods I am going to use assets from, and don't select any as active.

2.

The modifications are mostly about changing a race from Breton to Argonian for example, and creating a couple new classes with AI Combat Classes to accompany them, simple stuff.

 

3.

Then I save, make a new ESP and I am done with the creation kit.

 

4.
Now the ESP doesn't have any dependencies, so it's not going to work since I am using assets from other mods, so I open Wrye Bash and add the ESP's I used as Master for my new ESP using the "Add Masters" function... Alternatively I add masters by manually editing them into the ESP using TES5EDIT.

 

5.

I run a test through Tes5Edit to see if my version of the NPC successfully overrides (conflicts with) the original(asset) ESPs. If they do, it works... But...

 

6.

They don't work, nothing get's overridden and somehow I end up creating multiple duplicates of the same NPC with none of the changes I made, and I don't know why because I swear that the steps I've done above have worked in the past. The only things that stick are the created classes and combat AI, nothing else does.

 

 

 

The ESP does not load the assets I used from the other ESP's... Why? I thought if an ESP used others as masters, it would require the same assets as those esp's used and would load those as well, but that doesn't seem to be the case. I am a little confused by this as I thought I understood the creation kit to some extent after having used it since Bethesda released it.

Edited by SiniVII
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Are you using "Ctrl + F4" to export the Chargen morphs? Without those files, the esp will point to non existent morphs so the game will just default back to original. Then too, some NPC's, once spawned in game, won't change until you start a new game, You could try disable/enable, but that doesn't always work, you can also select the NPC and use "setnpcweight xx" and they will then use the Chargen morphs you created, however this will usually reset back on a cell change.

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