Gorgopis Posted February 20, 2021 Author Share Posted February 20, 2021 Regarding your #1 link. We clicked it, but it took us to a no-permissions page, "Couldn't find that." Thank you, nonetheless. Regarding #2, we have no confidence here moving forward, to publish our custom NPC follower. When we first tried to extract archives to pack our mod in the CK, it messaged us "Missing a tintmask," though we had custom-made one. So, testing in-game, the face was black. OK, we did some study, and we returned to the CK, to extract and pack, and we did a Ctrl-F4, BUT, this time, we replaced the CK-generated face gen and tintmaks, again, with our custom-made ones, and then included all the face-gen data, and placed them in the right folders. In-game our character looked right. But we don't know how to move forward. We do not want to extract with CK, just to have it mess up (delete) our tintmask, again. We found an earlier post by you, where you discuss using Archive.exe to pack mods, instead of extracting via CK. We found a detailed tutorial using Archive.exe, but didn't quite understand "collecting all the assets", and then later "deleting all the assets". (Hope we read that right on the tut.) Our custom NPC only has unique texture and mesh files, along with a unique tintmask. All of its other assets are vanilla game assets. We think we're just a step or two away from publishing. 3) On a different note, we have a personal mod we use, wherein we have altered about 30 vanilla NPC's, while adding about 12 custom NPC's. This was one of our first modding efforts. One of those 12 custom NPC's turned out amazing, from our POV. We'd like to "isolate" that NPC and publish it as a custom-follower mod. What we're curious about follows. Should we set our personal mod as a master? Start a new mod, and then simply duplicate/rename our special NPC? Is there a simpler way to export the one NPC (and assets) from our mod, and import it to CK, without needing to set up a master, except for Skyrim/Update.esm? Otherwise, we will proceed to set up our personal mod as the master, and then remove our mod as a dependency later, through TESV? Thanks, as ever. Link to comment Share on other sites More sharing options...
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