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follower_guide [2026/03/09 15:35] thebaldhedgehogfollower_guide [2026/03/09 15:50] (current) thebaldhedgehog
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   * **[[https://www.nexusmods.com/skyrimspecialedition/mods/19080|RM]]**: FOR THE LOVE OF ALL, USE RM. I know ECE had its power time and it was good, but RM is far better now. Especially with EFM, HPH, overlays and all those sculpt export features.   * **[[https://www.nexusmods.com/skyrimspecialedition/mods/19080|RM]]**: FOR THE LOVE OF ALL, USE RM. I know ECE had its power time and it was good, but RM is far better now. Especially with EFM, HPH, overlays and all those sculpt export features.
-  * **CK**: D'uh. Always save regularly, for CK is prone to crash often.+  * **CK**: D'uh. Always save regularly, CK is prone to crash often even with the fixes.
   * **Our character's color informations**: hair color, skin color. You can just screenshot your RGB values. DON'T USE ALPHA (transparency) ON SKIN COLOR, CK doesn't have that option.   * **Our character's color informations**: hair color, skin color. You can just screenshot your RGB values. DON'T USE ALPHA (transparency) ON SKIN COLOR, CK doesn't have that option.
   * **Our character's mesh and texture informations**: their weight, which hair they use, which brow they use, which eye color they use, which beard they use, which scar they use, which other custom head part they use (like horns and such). If you don't know how to find your custom headparts, you can check your mod in xEdit. It will have the same name in RM notification. Also, more importantly, you'll need your custom body meshes (if you use any, if vanilla you don't have to) and custom body textures (again, if you use any).   * **Our character's mesh and texture informations**: their weight, which hair they use, which brow they use, which eye color they use, which beard they use, which scar they use, which other custom head part they use (like horns and such). If you don't know how to find your custom headparts, you can check your mod in xEdit. It will have the same name in RM notification. Also, more importantly, you'll need your custom body meshes (if you use any, if vanilla you don't have to) and custom body textures (again, if you use any).
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 ===== 5) Headparts ===== ===== 5) Headparts =====
-Now, here comes a section that requires to be finicky.+Now, here comes a section that requires to be careful.
  
 | **TRIVIA:** What are headparts?\\ Head meshes are handled with more care in CK, for they actually have moving parts like eyeballs, lips and face itself. They have their own mesh features. All of these data are stored within a headpart.\\ All headparts are not handled standalone: there is an option named "extra part" in headpart editing window. You'll mostly see it on hair and beard, but there is also some other uses for it such as heterochromic eyes. | | **TRIVIA:** What are headparts?\\ Head meshes are handled with more care in CK, for they actually have moving parts like eyeballs, lips and face itself. They have their own mesh features. All of these data are stored within a headpart.\\ All headparts are not handled standalone: there is an option named "extra part" in headpart editing window. You'll mostly see it on hair and beard, but there is also some other uses for it such as heterochromic eyes. |
  
-  * Search (Fe)maleHead. For man and mer, you can duplicate directly a Nord one, it really doesn't matter. For Argonian and Khajiit, duplicating their respective head parts would help for easening the process of finding right TRI names. And, if you're using HPH, look also for something that starts with "KLH". This all are primarily for the help while we search head assets. After you find it, change textureset from right-side option and change your head NIF. If you have TRIs, change them according to their original filenames as well. **If you are using a custom headpart formlist, change it on Valid Races option.** Rename, and save.+  * Search (Fe)maleHead. For man and mer, you can duplicate directly a Nord one, it really doesn't matter. For Argonian and Khajiit, duplicating their respective head parts would help for easening the process of finding the right TRI names. And, if you're using HPH, look also for something that starts with "KLH". This all are primarily for the help while we search head assets. After you find it, change the textureset from right-side option and change your head NIF. If you have TRIs, change them according to their original filenames as well. **If you are using a custom headpart formlist, change it on Valid Races option.** Rename, and save.
   * Search your eye part's name, same in xEdit. When you find it, duplicate, change textureset, filepaths and valid race respectively (if you have these). Rename, and save.   * Search your eye part's name, same in xEdit. When you find it, duplicate, change textureset, filepaths and valid race respectively (if you have these). Rename, and save.
   * Search your brow part's name. Look for KLH ones if you're using HPH brows. Same drill as eyes.   * Search your brow part's name. Look for KLH ones if you're using HPH brows. Same drill as eyes.
-  * Search your hair part. Hairs (especially KS and other custom hair mods) have generally three parts: main mesh, supplementary hairline mesh and scalp hairline mesh. Hairlines are extra parts. You can check them in main hair part. Duplicate them, change their mesh and TRIs respectively. Don't touch to texturesets, for hairs have a different (actually classic) approach for texturing. Rename, and save.+  * Search your hair part. Hairs (especially KS and other custom hair mods) have generally three parts: main mesh, supplementary hairline mesh and scalp hairline mesh. Hairlines are extra parts. You can check them in main hair part. Duplicate them, change their mesh and TRIs respectively. Don't touch to texturesets because hairs have a different (actually classic) approach for texturing. Rename, and save.
   * Search your beard part if you have. Totally same with hair one, we'll come to textures later.   * Search your beard part if you have. Totally same with hair one, we'll come to textures later.
   * Search your scar part if you have. Look for KLH ones if you're using HPH scars. Duplicate, change texturesets and filepaths respectively. Rename, and save.   * Search your scar part if you have. Look for KLH ones if you're using HPH scars. Duplicate, change texturesets and filepaths respectively. Rename, and save.
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 ==== 5.1) Custom hair color ==== ==== 5.1) Custom hair color ====
 If you're using a hair mod, you probably are using a custom hair color as well. Let's handle that. If you're using a hair mod, you probably are using a custom hair color as well. Let's handle that.
-  * Search HairColor in CK. Duplicate any of those hair colors. Open it, and change the numbers according to your Racemenu RGB values. Rename and save. Then search HairColorList (you should see it rn though). Open it, and drag 'n drop your custom hair color in it.+  * Search HairColor in CK. Duplicate any of those hair colors. Open it, and change the numbers according to your Racemenu RGB values. Unchecking Playable is highly recommended if your follower's race is vanilla. Rename and save. Then search HairColorList. Open it, and drag 'n drop your custom hair color in it.
   * After these, open the race you'll use. Choose gender, and go to Face Data tab. You'll see a hair color list. Right click, select New and add your hair color.   * After these, open the race you'll use. Choose gender, and go to Face Data tab. You'll see a hair color list. Right click, select New and add your hair color.
  
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      * ID means your follower's CK form name. Name means name, d'uh. Short name is used on dialogue. E.G. Clara's full name is Clara Star-Watcher, but in dialogue it goes like: "Clara: putdialoguehere".      * ID means your follower's CK form name. Name means name, d'uh. Short name is used on dialogue. E.G. Clara's full name is Clara Star-Watcher, but in dialogue it goes like: "Clara: putdialoguehere".
      * Little options: You only should be aware of **Essential** and **Unique** here. Essential means your follower can't die, and it's optional. Unique means there will be only one NPC, and it's crucial.       * Little options: You only should be aware of **Essential** and **Unique** here. Essential means your follower can't die, and it's optional. Unique means there will be only one NPC, and it's crucial. 
-  * **Traits tab:** Change your race to your designated race. If you're female, choose Female ofc. Skin will be your custom SkinNaked (if you use a vanilla body, original SkinNaked). You can edit height things here for making them smol or beeg. WEIGHT IS IMPORTANT, if you write it wrong there will be neck seams. And lastly, you can choose a vanilla voice here. Look to UESP for more details about that.+  * **Traits tab:** Change your race to your designated race. If your character is female check the corresponding box. Skin will be your custom SkinNaked (if you use a vanilla body, original SkinNaked). You can edit height things here for making them smol or beeg. **WEIGHT IS IMPORTANT**, if you write it wrong there will be neck seams. And lastly, you can choose a vanilla voice here. Look to UESP for more details about that.
   * **Stats tab:**   * **Stats tab:**
      * This place will determine your character's leveling style. Some followers are on a fixed level, but most levels with player. If you want that, choose PC Level Mult. Otherwise, write which level you want. Same goes for stats.      * This place will determine your character's leveling style. Some followers are on a fixed level, but most levels with player. If you want that, choose PC Level Mult. Otherwise, write which level you want. Same goes for stats.
-     * You also will determine which skills your character will specialize here. It is on Class option. Can't tell everything about it here, just search Skyrim classes in UESP.+     * You also have to determine which skills your character will specialize here. It is on Class option. [[https://en.uesp.net/wiki/Category:Skyrim-NPC_Classes|UESP'Skyrim classes page]] is a good source to check them.
   * **Factions tab:** Right click to empty place and select New to add these:   * **Factions tab:** Right click to empty place and select New to add these:
      * CurrentFollowerFaction. After adding this, change its value to "-1". You can edit values by pressing F2 while they're selected.      * CurrentFollowerFaction. After adding this, change its value to "-1". You can edit values by pressing F2 while they're selected.
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      * A neutral mood is always good. Moods affect NPCs' idle emotions directly.      * A neutral mood is always good. Moods affect NPCs' idle emotions directly.
      * Combat style is important: it affects, ofc, combat style. My best advice is to check a vanilla (or modded?) NPC who you want to imitate their fighting style.      * Combat style is important: it affects, ofc, combat style. My best advice is to check a vanilla (or modded?) NPC who you want to imitate their fighting style.
-  * **AI Packages tab**: This place is for your character's sandbox movements for now. Right click > Add > DefaultSandboxEditorLocation. There are different size and conversation options, you can choose whichever you want.+  * **AI Packages tab**: This place is for your character's sandbox movements. Right click > Add > DefaultSandboxEditorLocation. There are different size and conversation options, you can choose whichever you want.
   * **Inventory tab:** AKA armor and weapon tab.   * **Inventory tab:** AKA armor and weapon tab.
      * For now, you can select a vanilla outfit. I'll add a "bring-your-own-armor-and-weapon" section later.      * For now, you can select a vanilla outfit. I'll add a "bring-your-own-armor-and-weapon" section later.
      * For adding weapon, just drag 'n drop a weapon from Weapon section on Object Window.      * For adding weapon, just drag 'n drop a weapon from Weapon section on Object Window.
   * **SpellList tab:** Perks and spells are here. While adding spells, know that there are left-hand only and right-hand only variations of vanilla spells. They come handy on spellblades. For perks, UESP is a good source.   * **SpellList tab:** Perks and spells are here. While adding spells, know that there are left-hand only and right-hand only variations of vanilla spells. They come handy on spellblades. For perks, UESP is a good source.
-  * **Character Gen Parts tab:** IMPORTANT THINGS GO HERE. This is where we will use those faceparts.+  * **Character Gen Parts tab:** **Important things go here.** This is where we will use those faceparts.
      * On the first hand, colors. Choose your custom hair color, and edit that RGB skin color according to Racemenu one.      * On the first hand, colors. Choose your custom hair color, and edit that RGB skin color according to Racemenu one.
-     * Now, tricky part. Choose every head part there and replace them with your custom ones. And for scars (and other obscure faceparts if you used any), search them in Object Window and drag 'n drop it to Additional Head Parts.+     * Now, the tricky part. Choose every head part there and replace them with your custom ones. And for scars (and other obscure faceparts if you used any), search them in Object Window and drag 'n drop it to Additional Head Parts.
  
 You can save the NPC now. You can save the NPC now.
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 ===== 7) FaceGenData ===== ===== 7) FaceGenData =====
  
-You just created your follower! Though, they won't have any head because we didn't create FaceGenData files. Probably the most tricky part if it's your first time.+You just created your follower! Though, they won't have their intended face because we didn't create FaceGenData files. Probably the most tricky part if it's your first time.
   * Select your NPC in Actor tab, and press CTRL+F4. It will generate a facegen mesh in "meshes/actors/character/facegendata/your_esp_name.esp/" and two facegen textures in "textures/actors/character/facegendata/your_esp_name.esp/" (SE will have only one texture). Delete .tga texture, we don't need that. You should move them to follower folder, with correct filepaths.   * Select your NPC in Actor tab, and press CTRL+F4. It will generate a facegen mesh in "meshes/actors/character/facegendata/your_esp_name.esp/" and two facegen textures in "textures/actors/character/facegendata/your_esp_name.esp/" (SE will have only one texture). Delete .tga texture, we don't need that. You should move them to follower folder, with correct filepaths.
   * //Skip this part if you're on LE//. NifMerge cannot work as intended with SE meshes. So we have to do a workaround - we need to use NifOptimizer. Backup your RM nif export and facegeom nif, just in case. Then put them in a folder and open NifOptimizer. Set your folder path, tick Head Parts Only option, choose output version as LE and let the program do its magic. You can proceed to next step now.   * //Skip this part if you're on LE//. NifMerge cannot work as intended with SE meshes. So we have to do a workaround - we need to use NifOptimizer. Backup your RM nif export and facegeom nif, just in case. Then put them in a folder and open NifOptimizer. Set your folder path, tick Head Parts Only option, choose output version as LE and let the program do its magic. You can proceed to next step now.
-  * Open NifMerge. Make your newly exported facegen NIF as target NIF, make your RM export NIF as source NIF, match them by vertex, make sure that matched parts are correct (for very special features like heterochromic eyes), and merge them. There will be a merged mesh and a backup of unmerged old facegen export (numbers.nif.bak). Replace merged mesh with mod's facegen mesh. If you're on LE, don't delete backup file for we're going to use it on lazer eyes section.+  * Open NifMerge. Make your newly exported facegen NIF as target NIF, make your RM export NIF as source NIF, match them by vertex, make sure that matched parts are correct (for very special features like heterochromic eyes), and merge them. There will be a merged mesh and a backup of unmerged old facegen export (numbers.nif.bak). Replace merged mesh with mod's facegen mesh. If you're on LE, don't delete backup file because we're going to use it on lazer eyes section.
     * If you did the second step, don't forget to convert the NifMerge result to SE format with same NifOptimizer options.     * If you did the second step, don't forget to convert the NifMerge result to SE format with same NifOptimizer options.
  
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 Congratulations, you have <del>just wasted your hours for creating some moving pixels</del> created your follower! BUT, if you're on LE, you'll most probably see some strange reflections on the eye. We call it "lazer eyes". This happens because NifMerge deletes a little data branch from eye mesh. There's two fixes to it: Congratulations, you have <del>just wasted your hours for creating some moving pixels</del> created your follower! BUT, if you're on LE, you'll most probably see some strange reflections on the eye. We call it "lazer eyes". This happens because NifMerge deletes a little data branch from eye mesh. There's two fixes to it:
    
-  * The lazy way. Take a look to eye mesh's environment mapping options in mesh's BSLightingShaderProperty branch. In Shader Flags, unselect Eye_Environment_Mapping and select Environment_Mapping. Eyes fixed, partially. This works for most, but it'not the real way to fix it.+  * The lazy way. Take a look to eye mesh's environment mapping options in mesh's BSLightingShaderProperty branch. In Shader Flags, unselect Eye_Environment_Mapping and select Environment_Mapping. Eyes fixed, partially. This works for most, but there will be a //very slight// difference between the follower's eyes and player character's.
   * The true way. Remember that numbers.nif.bak file I told to not delete? Rename it as "something.nif", open it in NifSkope, go to its eye mesh's NiTriShapeData branch and find its NiAdditionalGeometryData child. Copy it via right click > Block > Copy. Now open your merged facegeom mesh and find eye mesh's NiTriShapeData. You'll find Additional Data entry in block details (scroll down to find it). Right click it, select Attach and choose NiAdditionalGeometryData. Now you have a child branch you needed. Right click to that, select Block, select PASTE OVER. **NOT PASTE**. Eyes fixed.   * The true way. Remember that numbers.nif.bak file I told to not delete? Rename it as "something.nif", open it in NifSkope, go to its eye mesh's NiTriShapeData branch and find its NiAdditionalGeometryData child. Copy it via right click > Block > Copy. Now open your merged facegeom mesh and find eye mesh's NiTriShapeData. You'll find Additional Data entry in block details (scroll down to find it). Right click it, select Attach and choose NiAdditionalGeometryData. Now you have a child branch you needed. Right click to that, select Block, select PASTE OVER. **NOT PASTE**. Eyes fixed.
  
follower_guide.txt · Last modified: by thebaldhedgehog