Use a follower manager to make your life easier After recruit them, REMOVE THE HUNTING BOW that is automatically added to the follower inventory \Disciplesfollowers\body\ (COPY THE FILES, DO NOT MOVE THE FILES) Skyrim\Data\meshes\actors\character\character assets\įolder and SELECT TO COPY the following. Now we need to find and copy the body files that will override the default ones.ģ - open another browse files window, go to your \Skyrim\data\meshes\actors\character\disciplesfollowers\Body\Ģ - leave the \Disciplesfollowers\Body\ folder window open. Inside this folder create another one called In this example I'll change 18000D9A (NMM load order) for 03000D9A (SSEEdit load order), then hit "enter" to search:īy default, UNP is used as base body for the followers.
Get the Hair reference from the npc file, and past it to the formID dialogue search don't search yet, instead replace the two first digits with the two numbers in the mod order in SSEEdit. Time to hunt the assets.Īfter SSEEdit finishes loading everything, is time to look for the references.
Open SSEEdit, load Skyrim.esm and all the relevant mods detected above (two, in this situation). The other assets are vanilla or non-esp mod replacers. Now I know my hair is from SGHairPackAIO, and the Eye Texture comes from Improved Eyes Skyrim. Those are what I'm looking for, for some reason the npc Headparts file adds one number above to my real load order (can't explain why). Where "test" is the name of the file that will contain the chargen information, and it will be stored in your SkyrimSE folder.Īs you can see, I have DrSKnapsacks as 17, then two character beautification mods, an Eye texture and an Hair pack. After finishing your soon-to-be NPC preset, save it as usual, then open console and type
This tutorial will cover only how to gather information from the npc file generated, and use it to properly build your NPC.Ī Mod manager like NMM, where you can check your load order Ī BSA unpacker of your choice, for extract packed assets įirst, let's export the. Luckily we can use a workaround with another console command: save player face (spf). If we can take note of the name of the hair used in the hair slide, the eye or brow texture used is impossible to know directly in-game. Can't thank him enough.Īs today, we can't use the F1 export face model function on ECE showracemenu command (Chargen.DLL not working) and it can be quite frustrating to get correct information about what mods are used when creating a NPC from a preset, since the ECE don't import the correct assets on CK. Credit to Marmotte for testing (I don't have LE installed anymore) and supporting the mod.
Legendary Edition! HERE! (scroll to the bottom of the page) This is my UUNP edit version, fixes the 1stPerson view, inventory objects, removes the high gloss & specular effects. For other textures, go HERE, scroll down and grab the original for White Textures, or the file with the Green/Brown ones. this file contain ONLY the crimson/red version. proper inventory and collision (ground models) added remove Staff references and model from mod
fixed normals (adjust, smooth) and tangent spaces fixed glossiness and specular values to remove plastic/metal shine effect
Check his blog for some stunning screenshots of some amazing high-quality armors. My special thanks to Marmotte to remind me the joy of modding, and inspiring me to finish this one. An improved version of this great "armor". Marmotte contacted me for some extra textures files and the result of the discussion was this release for Special Edition. In the last couple of days I've been working on resurrecting an old conversion mod from LE to SE, that was recently given a new life after Thanh add the bodyslide.