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Making follower use default CBBE body


zerdust

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I'm using a follower mod which has its own body nifs. I thought if I delete its name folder (mod\meshes\actors\character\npcname), they will start using default CBBE body meshes (Meshes\Actors\Character\character assets) but when I delete them, the body becomes invisible. I checked the race, its default nord race. What am I missing?

Btw if I copy my own CBBE body files under its own folder structure, it works.

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Btw if I copy my own CBBE body files under its own folder structure, it works.

Exactly this. Build the version of CBBE you like in Bodyslide. Then copy it over to the body meshes folder of your follower. That's the way it works.

 

That method works, but the default meshes path already has the CBBE body files, and I know there is a way that the npc's can use that body files without copying into their own name folders. I have a mod containing 20+ npc's, so its bit unnecessary to copy same body files each one of them to save disc space etc. I have similar follower mods that do not have any individual body files but use main path CBBE, just curious how they manage it.

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Btw if I copy my own CBBE body files under its own folder structure, it works.

Exactly this. Build the version of CBBE you like in Bodyslide. Then copy it over to the body meshes folder of your follower. That's the way it works.

 

That method works, but the default meshes path already has the CBBE body files, and I know there is a way that the npc's can use that body files without copying into their own name folders. I have a mod containing 20+ npc's, so its bit unnecessary to copy same body files each one of them to save disc space etc. I have similar follower mods that do not have any individual body files but use main path CBBE, just curious how they manage it.

 

Ah... Now I understand... :cool:

 

OFC followers can use the default body. It depends on how followers were set up in their .esp files. If a mod already has specific body meshes attached to it, you would have to change the mod's .esp file though. This could be done in the Creation Kit or in SSEEdit.

 

Basically there would be two ways:

1. "re-direct" the paths of the follower's body meshes to the standard location. This would definitely work.

2. Not 100% sure about this one: Deleting the entire references to body, hands and feet in the follower mod SHOULD also "reset" them to default.

 

You see, it's doable - but not without file editing. IMHO it's not worth the hassle. You might save some milliseconds of loading time - and loose the option to make your follower look different from the other women in game... I'd just leave the mod as is.

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Been some time since I last created a follower....

 

At least in my case, the body parts are ARMA (for body, hands and feet) and one ARMO entry (to put the single parts together). Maybe there are also Texture sets (TXST, again for body, feet and hands) and at least 2 FLST entries (body, hands - again to put the texture sets together). In fact, custom textures are much more heavy on VRAM and disk space than some body meshes. So id' definitely also change that.

 

Maybe some mod authors also use VNAM assets for the body. Don't know - I never did...

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