Good afternoon, this was somewhat helpful, i would love to see a tutorial with the ESP since i am triying to make one that requires the Creation Kit but it helped me a lot to understand better nifskope 😅
Hey man thanks for the heart, i already made my first npc replacers and all, you were very helpful and were my first step to learn, i uploaded the replacers to nexus and you help to start with the right foot, cheers!
I'm having problems to get this workflow to work for custom race COR and smp hair replacer. My replacer is positively possessed, the mesh glitching out wildly. I assume any physics meshes with smp dependency require an .esp? I tried various tutorials but not one really works. Could you please elaborate on how to extend your workflow to this more complex scenario? Your workflow also does not address how to adjust weight and skin color. Normally, I'd set those in an .esp...
I use vanilla head mesh and static hairs because of that problem. I haven't been able to make replacers without esp with CotR or SMP hairs. I'm afraid, as you say, it would need an esp. In the process before making the head in RaceMenu I used xEdit to see the vanilla values for weight and skin tone, then emulated them in character creation. For example, if vanilla Brelas has weight 10, I put weight 10 when creating the character. If vanilla Brelas has skintone R 100 G 50 B 200 (I just made this value up) I put the same skin value in RaceMenu. This way we won't have problems like neck gap (caused when the exported weight is different from vanilla's) or neck mismatch (caused when the exported texture is different from vanilla's). I hope this helps!
Your tutorial is most useful friend but there's a problem on my side.I followed your instructions (or that's what I think I did) but when I see my Modded lydia ingame - she's got the correct hair but... she's this transparent face monster with only EYES & MOUTH.
@@hoohaapygmy I've encountered the same issue several times. I think that happens because the head made in RaceMenu wasn't exported correctly. In the headpart slider I always put the vampire option to avoid this issue and it works nicely. Hope it helps!
@hoohaapygmy in RaceMenu there is a slider to change the head part inside Head category. It's the same slider that you use to apply the High Poly Head to your character. You can move it to put a vampire head instead the default head and it won't give you the missing head issue when you export it.
@@anukethmods Do you mean the slider that changes the head type: there's 1,2,3 and 4 but it doesn't tell me the name for each like it does for many others.
Good afternoon, this was somewhat helpful, i would love to see a tutorial with the ESP since i am triying to make one that requires the Creation Kit but it helped me a lot to understand better nifskope 😅
Hey man thanks for the heart, i already made my first npc replacers and all, you were very helpful and were my first step to learn, i uploaded the replacers to nexus and you help to start with the right foot, cheers!
I'm having problems to get this workflow to work for custom race COR and smp hair replacer. My replacer is positively possessed, the mesh glitching out wildly. I assume any physics meshes with smp dependency require an .esp? I tried various tutorials but not one really works. Could you please elaborate on how to extend your workflow to this more complex scenario? Your workflow also does not address how to adjust weight and skin color. Normally, I'd set those in an .esp...
I use vanilla head mesh and static hairs because of that problem. I haven't been able to make replacers without esp with CotR or SMP hairs. I'm afraid, as you say, it would need an esp.
In the process before making the head in RaceMenu I used xEdit to see the vanilla values for weight and skin tone, then emulated them in character creation.
For example, if vanilla Brelas has weight 10, I put weight 10 when creating the character. If vanilla Brelas has skintone R 100 G 50 B 200 (I just made this value up) I put the same skin value in RaceMenu.
This way we won't have problems like neck gap (caused when the exported weight is different from vanilla's) or neck mismatch (caused when the exported texture is different from vanilla's).
I hope this helps!
@@anukethmods Thanks for the reply. I managed to get my preset working using an .esp with CotR, SMP is still a no go.
It's really helpful and easy thank you
@@PigeonsOfVoid You're welcome! I hope that this video encourages more people to try out the different modding tools 🤗
@@anukethmods It probably did, I started making replacer mods thanks to you
does this work with high poly head?
@@FlexBeeCon sadly no, HPH needs a plugin to work
Your tutorial is most useful friend but there's a problem on my side.I followed your instructions (or that's what I think I did) but when I see my Modded lydia ingame - she's got the correct hair but... she's this transparent face monster with only EYES & MOUTH.
@@hoohaapygmy I've encountered the same issue several times. I think that happens because the head made in RaceMenu wasn't exported correctly. In the headpart slider I always put the vampire option to avoid this issue and it works nicely. Hope it helps!
@@anukethmods Headpart Slider,Vampire option ? I don't understand.
@hoohaapygmy in RaceMenu there is a slider to change the head part inside Head category. It's the same slider that you use to apply the High Poly Head to your character. You can move it to put a vampire head instead the default head and it won't give you the missing head issue when you export it.
@@anukethmods Do you mean the slider that changes the head type: there's 1,2,3 and 4 but it doesn't tell me the name for each like it does for many others.
@hoohaapygmy I think it was a few sliders below that one!
This doesn't work for me, which is a shame cos it looks super easy
Which is the part that doesn't work? I would like to help you
@@anukethmods I don't know. Lol. So sorry. Maybe it's because I'm using high poly head? Or trying to.
@@miggyluv I never got HPH to work with no esp heads, that might be why!
@@anukethmods ah thanks. Maybe I'll just ditch high poly heads then 👍
@@miggyluvmiggyluvvvvvv hey buddy what's up?
please more male khajiit presets 😭😭😭😭
Hey there, would this work for Enderal?
@@AveryGaladriel yes, it's the same process! In fact, I learned the trick by looking at the mesh files from the Enderal NPC Overhaul mod