follower_guide
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| follower_guide [2026/03/09 15:35] – thebaldhedgehog | follower_guide [2026/03/09 15:50] (current) – thebaldhedgehog | ||
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| * **[[https:// | * **[[https:// | ||
| - | * **CK**: D'uh. Always save regularly, | + | * **CK**: D'uh. Always save regularly, CK is prone to crash often even with the fixes. |
| * **Our character' | * **Our character' | ||
| * **Our character' | * **Our character' | ||
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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? | | **TRIVIA:** What are headparts? | ||
| - | * Search (Fe)maleHead. For man and mer, you can duplicate directly a Nord one, it really doesn' | + | * Search (Fe)maleHead. For man and mer, you can duplicate directly a Nord one, it really doesn' |
| * 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 |
| * 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 | + | * 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' |
| * 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' | * ID means your follower' | ||
| * 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' | + | * **Traits tab:** Change your race to your designated race. If your character is female |
| * **Stats tab:** | * **Stats tab:** | ||
| * This place will determine your character' | * This place will determine your character' | ||
| - | * You also will determine which skills your character will specialize here. It is on Class option. | + | * You also have to determine which skills your character will specialize here. It is on Class option. |
| * **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 " | * CurrentFollowerFaction. After adding this, change its value to " | ||
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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' | + | * **AI Packages tab**: This place is for your character' |
| * **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 " | * For now, you can select a vanilla outfit. I'll add a " | ||
| * 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: | + | * **Character Gen Parts tab: |
| * 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 " | * Select your NPC in Actor tab, and press CTRL+F4. It will generate a facegen mesh in " | ||
| * //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 |
| * 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, | Congratulations, | ||
| - | * 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' | + | * 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' |
| * The true way. Remember that numbers.nif.bak file I told to not delete? Rename it as " | * The true way. Remember that numbers.nif.bak file I told to not delete? Rename it as " | ||
follower_guide.txt · Last modified: by thebaldhedgehog
