FrozenMemories Posted January 16, 2017 Share Posted January 16, 2017 Some have done successful troubleshooting and it seems that you need to have the hair mod where I got their hair from for the issue to go away. The problem is I have to idea how to fix it. This is the guide I used and followed it to the letter. https://www.youtube.com/watch?v=ZMK2hjOIJF8 I've double checked the file paths in the CK multiple times and it still points to files packed with the follower mod and not the hair mod. This is my first time creating a mod and I'm honestly stumped now. Link to comment Share on other sites More sharing options...
Algabar Posted January 16, 2017 Share Posted January 16, 2017 (edited) Did you check and adapt the texture paths in your head mesh with NIfSkope? If not, you should do so. Even if your paths are set up correctly in the CK, the exported headmesh will still have paths to the original folders, which would explain why the original hari mod is still needed. If you use a hair mesh from let's say KS Hairdos for your follower, it will still contain the paths to the original mod's hair textures. To make your follower really standalone, you would have to copy the hair textures to your follower's folder, then adjust the paths to them in NIfSkope. Maybe you can look at "Make a follower kit" (http://www.nexusmods.com/skyrim/mods/76828/?) and especxially the tutorial linked in its description - just to get an impression how all things are put together. Edited January 16, 2017 by Algabar Link to comment Share on other sites More sharing options...
FrozenMemories Posted January 17, 2017 Author Share Posted January 17, 2017 Did you check and adapt the texture paths in your head mesh with NIfSkope? If not, you should do so. Even if your paths are set up correctly in the CK, the exported headmesh will still have paths to the original folders, which would explain why the original hari mod is still needed. If you use a hair mesh from let's say KS Hairdos for your follower, it will still contain the paths to the original mod's hair textures. To make your follower really standalone, you would have to copy the hair textures to your follower's folder, then adjust the paths to them in NIfSkope. Maybe you can look at "Make a follower kit" (http://www.nexusmods.com/skyrim/mods/76828/?) and especxially the tutorial linked in its description - just to get an impression how all things are put together. Thanks so much replying! I checked the link you provided and unfortunately it's hidden for the time being. But I've taken your advice and checked the head mesh in NifSkope and I did find a file path still mentioning the hair mod. http://i.imgur.com/7arREUB.png Is this what you were talking about? Link to comment Share on other sites More sharing options...
Algabar Posted January 17, 2017 Share Posted January 17, 2017 (edited) Yep. This was exactly what I meant. To make your follower standalone, create a subfolder "hair" or whatever you like to call it within your follower's folder. Copy the textures from apachii you need to that folder, then click on the purple flower icon in NifSkope to change the texture path. Be aware: NifSkope will put in the full local path to the textures, e.g. something like C:\Games\Skyrim\Data\textures\.... To make your mod work on other people's PC, you will have to manually delete everything in the path that comes before "textures". In other words, you paths in NIfskope should always start with "textures/...". P.S.: The tutorial I mentioned in my previous post ist still online. You can find it here: http://www.skyrimmods.xyz/2016/07/mafk-racemenu.html Even if you created your follower "from scratch", it might still be helpful, since the steps are basically always the same - no matter if you use the premade files from "MAFK" or not. Edited January 17, 2017 by Algabar Link to comment Share on other sites More sharing options...
FrozenMemories Posted January 17, 2017 Author Share Posted January 17, 2017 Yep. This was exactly what I meant. To make your follower standalone, create a subfolder "hair" or whatever you like to call it within your follower's folder. Copy the textures from apachii you need to that folder, then click on the purple flower icon in NifSkope to change the texture path. Be aware: NifSkope will put in the full local path to the textures, e.g. something like C:\Games\Skyrim\Data\textures\.... To make your mod work on other people's PC, you will have to manually delete everything in the path that comes before "textures". In other words, you paths in NIfskope should always start with "textures/...". P.S.: The tutorial I mentioned in my previous post ist still online. You can find it here: http://www.skyrimmods.xyz/2016/07/mafk-racemenu.html Even if you created your follower "from scratch", it might still be helpful, since the steps are basically always the same - no matter if you use the premade files from "MAFK" or not. Hey, I just wanted to say thanks again because your advice seems to have COMPLETELY fixed the problem! Do you mind if I put your username on the file description so people know who helped me? Also thank you for providing a working link to the guide - I'll be bookmarking it for future reference or in case I need a refresher. Link to comment Share on other sites More sharing options...
FrozenMemories Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) I'm sorry to double post but it looks like there's still another problem on the mod someone is having. The follower uses the default mesh and texture the user has - I've checked the file paths in NifSkope to see if it's still the same problem but everything checks out. Edited January 18, 2017 by FrozenMemories Link to comment Share on other sites More sharing options...
Algabar Posted January 18, 2017 Share Posted January 18, 2017 Thanks for your kind words. Glad I could help you a bit. No need to credit me though. I learned all I know about modding (which is little enough) from people like Asherz. People who really know what they're talking about and put up helpful guides for others... These are the real guys. Concerning the "default mesh and textures": Are we talking about head or body? Link to comment Share on other sites More sharing options...
FrozenMemories Posted January 20, 2017 Author Share Posted January 20, 2017 Thanks for your kind words. Glad I could help you a bit. No need to credit me though. I learned all I know about modding (which is little enough) from people like Asherz. People who really know what they're talking about and put up helpful guides for others... These are the real guys. Concerning the "default mesh and textures": Are we talking about head or body? Sorry it took so long to reply! As for the issue it looks like the user is getting default meshes and textures on the body. I'm not entirely sure what's going on since he says he only gets this issue on my follower. Link to comment Share on other sites More sharing options...
Algabar Posted January 20, 2017 Share Posted January 20, 2017 (edited) As for the issue it looks like the user is getting default meshes and textures on the body. I'm not entirely sure what's going on since he says he only gets this issue on my follower. This means that your follower uses the same meshes and textures as every other NPC. These are located in Skyrim/Data/textures/actors/character/female (textures) and Skyrim/Data/meshes/actors/character/characterassets (meshes). So if you see these paths in the CK, it means that the vanilla assets (or whatever body replacer someone has installed) show up on your follower, too. The basic principle of making a standalone follower is always the same: You will have to provide every single part (be it head, hair or body) he or she needs with your mod. You already did that with head and hair, now you must do basically the same thing for the body. Create "body" folders for textures and meshes as subfolders of your follower's directory. Copy the body meshes and textures you want your follower to have in these folders. Now you will have to set up the paths in the CK (BTW, no NifSkope work this time, the body is done only in the CK). Problem is that - depending on what you already got - you will have to create one item or the other yourself. Basically you have to change paths for meshes and textures for head, feet and body / torso. There are (or should be) three "texture" items (normally labeled something like "Followersname_femalefeet_texture) and three (which are technically armors) for the body meshes. There are also three "formlist" items for head, body and feet. The latter should auto-update if set up correctly, in each of the three texture and body items you will have to adjust the paths. This is just the general "roadmap". I would have to write a very long post if I wanted to explain everything in detail - and I don't know what you already got in your esp. To get an idea, what you will have to do, I'd suggest to download one of mfeile1974s followers, e.g. this one: http://www.nexusmods.com/skyrim/mods/81477/? Look at his folder structure and of course his esp.His mods have a very clear and understandable folder structure and clear naming conventions. By searching for the follower's name in the CK you will find everything that belongs to that follower. You can use mfeile1974' esp and his folder structure as some kind of "blueprint" for your own mod. Feel free to ask, if you got more specific questions. Edited January 20, 2017 by Algabar Link to comment Share on other sites More sharing options...
FrozenMemories Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) As for the issue it looks like the user is getting default meshes and textures on the body. I'm not entirely sure what's going on since he says he only gets this issue on my follower. This means that your follower uses the same meshes and textures as every other NPC. These are located in Skyrim/Data/textures/actors/character/female (textures) and Skyrim/Data/meshes/actors/character/characterassets (meshes). So if you see these paths in the CK, it means that the vanilla assets (or whatever body replacer someone has installed) show up on your follower, too. The basic principle of making a standalone follower is always the same: You will have to provide every single part (be it head, hair or body) he or she needs with your mod. You already did that with head and hair, now you must do basically the same thing for the body. Create "body" folders for textures and meshes as subfolders of your follower's directory. Copy the body meshes and textures you want your follower to have in these folders. Now you will have to set up the paths in the CK (BTW, no NifSkope work this time, the body is done only in the CK). Problem is that - depending on what you already got - you will have to create one item or the other yourself. Basically you have to change paths for meshes and textures for head, feet and body / torso. There are (or should be) three "texture" items (normally labeled something like "Followersname_femalefeet_texture) and three (which are technically armors) for the body meshes. There are also three "formlist" items for head, body and feet. The latter should auto-update if set up correctly, in each of the three texture and body items you will have to adjust the paths. This is just the general "roadmap". I would have to write a very long post if I wanted to explain everything in detail - and I don't know what you already got in your esp. To get an idea, what you will have to do, I'd suggest to download one of mfeile1974s followers, e.g. this one: http://www.nexusmods.com/skyrim/mods/81477/? Look at his folder structure and of course his esp.His mods have a very clear and understandable folder structure and clear naming conventions. By searching for the follower's name in the CK you will find everything that belongs to that follower. You can use mfeile1974' esp and his folder structure as some kind of "blueprint" for your own mod. Feel free to ask, if you got more specific questions. I've checked it out and it seems that I already have the meshes and textures assigned properly - I checked in SSE when importing my followers and even though I change my character's skin texture my followers still have the same texture I assigned them. I'll double check just to be sure though. EDIT: I took a look at the ArmorAddon and TextureSet sections in the CK and they reference the correct files. Edited January 20, 2017 by FrozenMemories Link to comment Share on other sites More sharing options...
Recommended Posts