creodron Posted January 18, 2021 Share Posted January 18, 2021 When I edit NPCs, all I do is uncheck the inventory template on the template tab then change their outfit on the inventory tab. If their inventory template is already unchecked then I just go ahead and change the outfit. No other changes are made. Unfortunately when I check my work in FO4Edit many of the NPCs have other records that get edited. I have had races changed, face morphs added, and stats such as health get modified. Is this just a quirk of the Creation Kit or am I doing something wrong? Link to comment Share on other sites More sharing options...
pepperman35 Posted January 18, 2021 Share Posted January 18, 2021 I assume you are making a duplicate of the NPC, then editing the duplicate. Otherwise, you are editing the master and where ever the master is used in the game it will now have those edits. Always best to make a duplicate then edit. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 19, 2021 Share Posted January 19, 2021 The CK makes unwanted "changes" even if you just "look" at something ...So this doesn't surprise me ... Well, if you want to edit vanilla NPCs, duplicating them doesn't work, right? Link to comment Share on other sites More sharing options...
creodron Posted January 20, 2021 Author Share Posted January 20, 2021 I can duplicate them just fine and have done so when creating new NPCs for the Gunner faction. The problem comes when editing NPCs that are part of the Gunner faction that I don't want to duplicate because they are tied to quests or only appear in certain encounters/cells. I am just going to assume it just typical CK behavior and will be using FO4Edit to clean up all my edits. Link to comment Share on other sites More sharing options...
speedynl Posted January 23, 2021 Share Posted January 23, 2021 CKyou want to now a name from someting, you head to cell xx and click the thing for the name, CK will add the hole cell to your esp because you where there you click a npc change someting, CK will add everyting from that npc to your esp you head to nuake world to check someting, CK will add the worldspace/cell to your esp ect ect ect its a typical CK thing, you touch anything CK will add it Link to comment Share on other sites More sharing options...
pepperman35 Posted January 23, 2021 Share Posted January 23, 2021 In my latest mod I found an NPC I liked in the object window, duplicated them, and renamed them to correspond to my mod (e.g., SIIR_InstituteBotantistMale01). I would edit this record to change factions, keywords, hair color, inventory, etc. Note: May have to turn off templates if they are used. As a general run of thumb I never look at any other cell while I am working on my mod. If I am curious how something is setup in the base game, I'd close my mod and relaunch the CK using the main FO4 file or DLC if applicable. Find whatever and write down the specifics. Close without saving, reopen, returning to my mod, and adjust fires. Seems to work fine. In some cases I created, custom inventory packages to create the look I was after apparel wise. Link to comment Share on other sites More sharing options...
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