Delilan Posted April 7, 2021 Share Posted April 7, 2021 Hi mr WAWA. I'm currently writing up a guide on how to do this for SE users (I've done it a few times and it's worked every time so far) but here's a short version: 1) Make your character in RaceMenu, export the head mesh .nif file and the accompanying skin tint .dds file.2) Use the console command 'spf [iNSERT NAME HERE]'. This will make a .npc file in your Skyrim directory that you will use later.3) Create your follower in Creation Kit as per normal, and give them all the same head parts (i.e. custom hair, scars, eyes etc.) that your RaceMenu preset uses.4) In the character morph tab of the actor profile there is a button labeled "Import". Click it, and load your .npc file from step 2. This will then automatically adjust the slider values of your NPC's head to match the slider positions in RaceMenu, as close as possible that the Creation Kit can. NOTE: Your NPC at this stage will not look like your RaceMenu version, but rather what the CK can most closely reproduce. NOTE: You will at this point have two different head meshes. The RaceMenu head mesh you WANT to use, and the one the Creation Kit created after you made your follower. You now want to combine the two to make your NPC look like your RaceMenu version. 5) Load the CK mesh and the RaceMenu mesh in NifSkope. The CK mesh is located in the 'FaceGeom' folder and is a numeric value (i.e. 005900)6) Open up the block windows in both meshes and find the TriShape data for the head mesh.7) Right click on the RaceMenu head mesh block, select "Copy Branch".8 )Right click on the NiNode of your CK Mesh file, and select "Paste Branch". NOTE: you should now, in the CK Head mesh .nif file, have TWO different head meshes: the CK version and the RaceMenu version. 9) Right click on the CK version's head mesh (i.e. the TriShape block; be careful because both TriShape blocks will have the same name). Select "Remove Branch" NOTE: You should now have only the RaceMenu head mesh remaining in the .nif file. 10) Repeat the process for any other meshes you need to copy over from the RaceMenu .nif file (e.g. scar patterns that are made to fit to the RaceMenu mesh and not the CK version)11) Save your new .nif file, overwriting the old file (e.g. if the CK named the .nif file '005900' then save over it) NOTE: Your NPC should now look like your RaceMenu version! NOTE: Back up your new merged .nif file! Every time you open your mod in the Creation Kit, the CK will update and overwrite all the .nif files in the 'FaceGeom' folder. If you need to make any changes all you need to do is simply take your merged .nif file and overwrite the CK version again. Hope this helps!Didn't work for me. Npc still using her Ck face despite the nif file being the racemenu face. neithier for me,.,,, did you find some raisons ? i tired 2 days but not work at all..... Link to comment Share on other sites More sharing options...
GentleJack Posted August 30, 2022 Share Posted August 30, 2022 Seems it is the right topic for my question.I want to create a mod with bunch of custom followers of my taste. And I almost did it. I faced only 1 problem and I can't find solution for several days.So, what I want: make several followers with builded in RaceMenu faces with hairstyles with physics from KS Hairdos SMP.I did almost everything and I can see my followers ingame, but I can't export hairstyles with SMP. When I export head meshes with that hairstyles I see static and deformed hair on my followers. For now I found out two ways I can see hair with physics on my followers in game:- Make follower face with hairstyles I want in CK without export face mesh (no CTRL + F4) - cons that faces are black and I can't use generated in RaceMenu face;- Make for followers outfits with wigs - in that case I can use my RaceMenu faces, but this is not exactly what I want. So the question is: is there any way to use KS Hairdos SMP hairstyles in my followers without wigs? Or this is the only option? Link to comment Share on other sites More sharing options...
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