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Lydia's .NIF Files


jbp7271

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Hello,

Could someone please tell me where Lydia's .NIF files are located? There are a few Lydia enhancement mods and they all reference a "FaceGenData" folder in \meshes\actors\character\ and a "000A2C8E.NIF" file, but I cannot find this folder or filename anywhere on my system.
I don't want to install any Lydia specific mods yet, I would just like to look at her vanilla .NIF files.
Thanks!
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They're going to be in the same file path you mentioned, but there will only be loose folders if you've created them, or if you've added a mod with loose folders. Otherwise they'll be in the game's archives. Go to your data folder, scroll down to Skyrim - Meshes0.bsa and open it with some kind of bsa extraction tool. I'm using BSA Browser, which I got here on nexus, but I don't know what's the most popular these days. This one works fine for me. It will allow you to open the archives and extract any meshes or textures you may need, from the vanilla game. if you right click on one (or highlight a bunch and right-click on them) you can "extract folders," which will create the appropriate folders to arrange the newly-extracted meshes in the correct file path. I'd recommend extracting them to a separate, safe place, rather than dumping them into your data folder. I use an "extracted meshes and textures" folder, in my documents, so I can extract directly to there, look at and/or use what I need and, if I want to use it in game, just copy and paste it into my data folder according to whatever file path my mod happens to call for. (For replacers, usually the same vanilla file path. For custom/standalone mods, usually a unique file path, something like Data > meshes > armor > Lydias Golden Armor > f > LydiasGoldenCuirass_0.nif, etc.

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Ah I see. So a dumb question. If I extract the meshes for Lydia and modify, then save them to the new file path, how does the game know to start using those new files to generate Lydia instead of the original files in the BSA archive?

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Ah I see. So a dumb question. If I extract the meshes for Lydia and modify, then save them to the new file path, how does the game know to start using those new files to generate Lydia instead of the original files in the BSA archive?

Because loose files will always win over files in a BSA.

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  • 2 weeks later...

Sorry, another question.. I wanted to remove Lydia's vanilla hair so that it wouldn't interfere with a physics wig I have for her. So I found her Nif in the "Skyrim - Meshes0.bsa" archive and extracted it with the folder structure. I opened her head in Nif Scope and removed her hair and hairline, so she just looked like a bald mannequin head. I saved her new 000a2c8e.nif and copied it to:

 

...Skyrim Special Edition\Data\Meshes\actors\character\facegendata\facegeom\skyrim.esm\000a2c8e.nif

(The "facegendata" folder structure did not exist before this.)

 

Everything seemed straight forward, but when I loaded the game all that had changed was her face color was now dark brown, and she still had her vanilla hair. I obviously missed something.. Any ideas?

 

Thanks!

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All I can add is i did install a mod for lydia. and it made her stay upstairs in the already small breezehome. When i deleted the esp, she had black face.. i went to the dir "Skyrim Special Edition\Data\Meshes\actors\character\facegendata\facegeom\skyrim.esm\000a2c8e.nif" and deleted the nif and her face was normal again..

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  • 2 weeks later...
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