yojeff Posted June 5, 2018 Share Posted June 5, 2018 Let's say : I want to modify the hair of a NPC.I want to start from the Project Beauty esm. So I open the GECKI click on Project BeautyI click on Set as Active FileI click OKI select the NPC, and change the hair. What do I do to generate an esp that countains only that modification. Thanks! Link to comment Share on other sites More sharing options...
blackrat99 Posted June 5, 2018 Share Posted June 5, 2018 (edited) You can't set an .esm as an active file. I don't know Project Beauty, so some of this may not apply, depending on exactly what it contains. Open the GECK. Select File -> Data, then double click Fallout.esm (and any other masters you want to add) then save. This gives you your .esp file. This file will automatically get set as active. Now double click on the Project Beauty.esm and click OK. Your esp and Project Beauty will both load. Make your changes and save. Project Beauty may end up as a master depending on what exactly you're doing. If you don't want that you can remove it in FO3Edit. Does Project Beauty use meshes and textures that you need to change? If so you will need to create your own folder structure with those items unless you're using vanilla hair (or unless you don't mind having Project Beauty as a master). Also, if you're trying to use modded hair and don't want Project Beauty as a master, you will need to add the hair to your own mod (Character -> Hair). Hope this helps. Edited June 5, 2018 by blackrat99 Link to comment Share on other sites More sharing options...
yojeff Posted June 6, 2018 Author Share Posted June 6, 2018 (edited) Thanks for the help! (Edit : Very helpful!) JF Edited June 6, 2018 by yojeff Link to comment Share on other sites More sharing options...
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