Table of Contents

WARNING: STILL WORK IN PROGRESS. Images to be added for better explanation, but all text is finally revised. Sorry for 1 year wait.

Hedgehog's Kinda Expanded Quick Shitty Notes for Making Basic Followers

This tutorial is just my old rentry pasta, formatted and a little revised for this wiki. Original: https://rentry.co/hedg1

This is not a grand learning tutorial. Just my quick notes for myself, now edited and a bit explained for understanding CK and its elements we will use. Hope it helps. Based from this ole' video tutorial, and expanded for missing parts.


Basic things we need

TRIVIA: TRIs are the files which controls your character's head parts, for emotes. Without compatible TRIs for your meshes, NPC's face parts will clip with head itself. You can see it especially on males with beards.

After collecting everything, you need to make your own follower folder and throw it to your mod manager as a mod. For MO2, it's “mods” folder. For Vortex, just install it like a mod.

How to make a follower folder, though?
Most follower folders contain 2 main child folder: “meshes/put/custom/path/here” and “textures/put/custom/path/here”. People generally put them in “meshes~textures/actors/character/followername”.

Alright, let's get to work!

1) Preparing sculpts

Export your character through sculpt menu of RaceMenu. This will create a head mesh and a facetint texture in “SKSE\Plugins\CharGen”. Mesh contains your character's facial structure, tint contains your character's facial paints like makeup or RM overlays.

2) Choosing right plugins

Open CK and choose Skyrim.bsa and Update.bsa for working. Or better, choose every base ESM and all three official DLCs. Or best (which I do), all those and your custom asset mods (HPH and hair mod, especially). Searching everything on KS Hairdos, HPH and your armor (or creating everything from scratch) can be a real pain, and this helps. Don't make anything active, CK won't let you make base ESMs active plugins anyway.

3) Texturesets

On CK, you need to make your character's body-head-eye-brow texturesets first. Go to TextureSet section in the left pane of Object Window. You'll need to create these texturesets for your custom parts:

TRIVIA: What's a textureset?
If you're familiar with modding, you'll know every mesh use some textures for coloring and reflections. Normally texture info is embedded in mesh itself. Skyrim has a way to use alternate textures on meshes, and it controls this with “texturesets”.
As a far more trivial note, we added body texturesets because we don't want to hassle with body meshes in NifSkope every time we update them. You'll understand as you read.

4) Custom body

Now we have to create the custom body. For this, we'll create a “body armor”.

But I don't want to make a custom body (or textures)!
Alright friend, you have three choices:

If you want a totally vanilla-path based body you can skip both of “body texturesets” and “custom body armor” parts.
If you want your follower to have custom textures with the body in vanilla path, you still should go this way but ArmorAddon records should only have their textures changed.
If you want your follower to have a custom body with vanilla texturepath you don't have to create body texturesets in the 3rd step.

This custom SkinNaked will be used later.

TRIVIA: Why did we do this?
In Skyrim engine, almost every body part is considered as an armor. Naked parts are invisible armor meshes which you can never unequip from an armor in-game. So basically, SkinNaked is an armor that works as your body.
In CK, every armor's mesh is defined by armor addons. They are also important for choosing armor slots, but that's kinda more complex for now. Armors use these addon datas for their parts.

4.1) Custom race

I need to point an optional part: custom race.

Why?
This is required if you want to give your follower a custom skeleton. You don't have to leave it as a a playable race (actually strongly advised to not do it). If you're good with your character being compatible with other people's default skeletons, you can skip. Otherwise, keep going.

Go to Races tab, duplicate your original race. Unclick playable option in the first tab, or everyone will have a duplicate race in their race tab on RM. Choose your sex from upper options. At the first tab, set Morph Data as the original race, and Armor Data as DefaultRace. Otherwise your character will be naked every time you give them an armor. Go to Body Data tab, and change the skeleton path. Rename, and save. Now, you also have to make a formlist for headparts (which I will tell later). Make a new formlist (pretty easy, just search formlist and duplicate one), make sure it's empty, drag 'n drop your custom race. When you're on Actor tab and fiddling with your Character Gen Parts you'll get your custom faceparts thanks to this step.

5) Headparts

Now, here comes a section that requires to be finicky.

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.

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.

6) Actor aka NPC

Now, the fun part: creating NPC! Open Actors tab, and right click > New. I'll tell the crucial tabs here.

You can save the NPC now.

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.

As I said, NifMerge is crucial but it borks at certain points. We need to fix some things in merged facegen mesh.

You also need to replace that facegen texture with RM's sculpt facetint. As a reminder, RM tints are in “SKSE/Plugins/CharGen”. Make sure to change RM tint's name as facegen's tint name.

TRIVIA: What's FaceGenData?
Skyrim stores NPCs' looks in files which is called FaceGenData files. Facegeom contains your character's facial structure, facetint contains your character's facial paints like makeup or RM overlays. Sounds familiar? The difference is, they normally need to be edited heavily in CK, with vanilla sliders. That's why RM and NifMerge are godsends.

LE) Lazer eyes

Congratulations, you have just wasted your hours for creating some moving pixels 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:

You can delete backup mesh file now.

SE ported facegeoms don't have this problem for they don't have NiTriShapeData. NifOptimizer and CAO delete them for some reason and followers work normally.

8) Finishing

And lastly, some cleanup: you have to remove unneeded ESP-ESM dependencies from follower ESP. For this, we have two options:

After this, move your follower ESP to mod folder.

Conclusion

IT'S ALIVE! Probably. Assuming this is your first attempt on NPC making, there always will be hiccups. Double-check everything. Feel bummed, but don't lose hope. We all have started poorly.

Happy adventuring with your followers!