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Very quick question regarding CK and facegen data


yian

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In the old days, you have to manually press ctrl + f4 to generate NPC's facegen data. In a tutorial for the new CK I read, it is now done automatically.

 

But, if I have installed a mod that uses its own facegen data, for example, Bijin's NPC mod, does this mean the file in the current mesh folder will be overwritten whenever I work with CK?

 

Thought I would ask because I encountered the black face bug on some NPCs and had to fix it by reinstalling Bijin's mod, and wasn't sure if it was caused by CK.

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They say it's automatic, but I've just made a custom NPC and ended up having to go back and do ctrl + f4 anyway. So much for being able to release small mods w/o need of .bsa files.

 

Not sure about the mod you're using, but I use several different mods, the populated skyrim series, immersive patrols, etc. that have their own face gen. The meshes and textures folders are divided into the actor...facegen...then another subfolder for each specific mod, with the facegen meshes and textures in each. I haven't seen any issues, so far, with them conflicting with each other, and the one I just had to make went into its own folder with the name of the mod I made. Shouldn't be an issue for you, so long as I actually understood the question correctly.

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If the NPCs in your mods are custom, then of course they will not be overwritten, but Bijin mods modify vanilla NPCs, and that's why I worry about it.

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That is annoying. If that were the case, then there is no way I could edit any interior cells that contain vanilla NPCs touched by mods without encountering the black face bug. I will have to reinstall every mods that modify vanilla npc's faces each time I work on a mod that touches such interiors.

 

The only workaround I could think of is install a fresh copy of skyrim on another PC, and work with CK on that PC. Or, of course, you guys obviously know better and could possibly provide a solution?

Edited by yian
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