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Modded character assets "resetting" upon saving the plugin


EmissaryOfWind

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I'm trying to change a bunch of NPCs by giving them hairstyles and addons from Commonwealth Cuts and Looksmenu Customization Compendium. Since the CK doesn't add those as masters, I added them manually through FO4Edit, but still when I save the plugin in the CK all modded assets are removed (additional makeup and face details, as well as hair which resets to "default" (hairstyle 1). Is there something I need to do so that it saves correctly?

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I have not used the CK for that purpose but if you're already using FO4Edit perhaps try a different approach. Use a mix of the "Face Ripper" mod and Console Commands such as SLM.

 

I would recommend creating your plugin first, copy as override the NPCs you want into the plugin, and adding masters before getting started. That will give you a nice clean starting point. I've run into hiccups if I used Face Ripper and it needed to add masters to my plugin.

 

An extra note, I've found editing or re-editing NPCs cranky when trying to extract the NPC data from the save files using Face Ripper. My work around that seems to work great is to use Face Ripper from a plugin with the original face (in your case the nice clean NPC plugin I suggested above) and apply it to the player setting in a save file. Then load the save, use Console and SLM on the player, then save new game. Next Face Ripper to copy "player" face back out and onto your NPC in your plugin. If you use this approach make sure you have a save game with the correct "sex" male or female.

 

I used this technique with some success in several of my published mods.

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