Version 1.1.1 -- Gray face should be fixed now. I tried adding the .nif file to the BSA, but it didn't seem to work in my game; Kolmar's face was still gray. The facegen files are now loose until I figure out why.
If Kolmar doesn't have the follower dialogue when you speak to him:
- Do you have a follower already? You can only have one at a time unless you use a multiple-followers mod like EFF (the one I use) or UFO. Other followers you haven't currently hired should have the same "problem" in this case, and the game will flash a warning message somewhere ("You have a follower already", etc.).
- Did you lose/leave behind a follower somewhere? If so, the game might think you still have a follower. Save your game, type set playerfollowercount to 0 in the console, and see if Kolmar gets his follower dialog. (If you use a multiple-followers mod, replace the zero with however many followers are currently following you.) Again, other followers not currently in your employ will have the same problem, if this is the issue, and the game will flash a warning message somewhere ("You have a follower already", etc.).
If Kolmar has follower dialogue already, but just isn't following you when you ask him:
- Are you using a multiple-followers mod like EFF or UFO (linked above)? If so, it may be a load order issue. Move all follower mods (including Kolmar) below that mod in your load order.* Other followers may or may not be affected by this issue, depending on where their mods are in your load order.
* To be honest, I'm just guessing with this one. I have no idea what happens when these kind of mods are loaded out of order.
Love Kolmar! Only thing I have noticed, in my game he doesn't seem to have the facepaint--which I actually like, (Did dl it twice and reinstalled it twice but no changes) still it doesn't kill this mod for me.. STILL love him!
Your problem is a bit odd, though. Kolmar's BSA file includes a face tint file (...\textures\actors\character\FaceGenData\FaceTint\aom_barbarianfollower.esp\00000D62.dds), so his paint should be appearing. And it doesn't sound like you have the gray face bug, either, if his face skin is still the normal color, without an extremely obvious neck seam.
Are you sure aom_barbarianfollower.bsa is installed, and is being activated with aom_barbarianfollower.esp? (He's still appearing normally in my game, even with his loose files removed, so long as his BSA is there.)
Are you using any facial appearance overhaul mods that might be overriding Kolmar's facegen data? You could try moving this mod after those, if so.
They gray face bug is easy enough to fix if you have the Creation Kit:
1. Load the affected mod in the Creation Kit. (aom_barbarianfollower.esp, in this case.) 2. Find the affected NPC under Actors > Actor, and (single) click the entry to highlight it. (AoMKolmarBarbarianFollower, in this case.) 3. Hit Ctrl-F4 to export that NPC's facegen data.
The next time you load the game, that NPC's face should be normal.
However, this shouldn't be an issue with Kolmar. I included that facegen data in a BSA with this mod, so his face shouldn't be gray if you have the BSA.
Kolmar's morality is set to "Any Crime", so he shouldn't report any crimes you commit while he's in your service, or leave your service because of them. I haven't really tested him with any thief or assassin characters (since I rarely play any), though I have heard him say, "Are you sure you should be doing that?" or similar, when I pick up and move other people's things around him.
23 comments
Some possibilities:
If Kolmar doesn't have the follower dialogue when you speak to him:
- Do you have a follower already? You can only have one at a time unless you use a multiple-followers mod like EFF (the one I use) or UFO. Other followers you haven't currently hired should have the same "problem" in this case, and the game will flash a warning message somewhere ("You have a follower already", etc.).
- Did you lose/leave behind a follower somewhere? If so, the game might think you still have a follower. Save your game, type
set playerfollowercount to 0
in the console, and see if Kolmar gets his follower dialog. (If you use a multiple-followers mod, replace the zero with however many followers are currently following you.) Again, other followers not currently in your employ will have the same problem, if this is the issue, and the game will flash a warning message somewhere ("You have a follower already", etc.).If Kolmar has follower dialogue already, but just isn't following you when you ask him:
- Are you using a multiple-followers mod like EFF or UFO (linked above)? If so, it may be a load order issue. Move all follower mods (including Kolmar) below that mod in your load order.* Other followers may or may not be affected by this issue, depending on where their mods are in your load order.
* To be honest, I'm just guessing with this one. I have no idea what happens when these kind of mods are loaded out of order.
I got used to including readmes back when I was making things for The Sims 1, and I guess it's stayed with me.
Your problem is a bit odd, though. Kolmar's BSA file includes a face tint file (...\textures\actors\character\FaceGenData\FaceTint\aom_barbarianfollower.esp\00000D62.dds), so his paint should be appearing. And it doesn't sound like you have the gray face bug, either, if his face skin is still the normal color, without an extremely obvious neck seam.
Are you sure aom_barbarianfollower.bsa is installed, and is being activated with aom_barbarianfollower.esp? (He's still appearing normally in my game, even with his loose files removed, so long as his BSA is there.)
Are you using any facial appearance overhaul mods that might be overriding Kolmar's facegen data? You could try moving this mod after those, if so.
Still endorsed regardless, cuz I like the npc :3
I posted some pics of him in my game in case you wanted to see what He looks like!
1. Load the affected mod in the Creation Kit. (aom_barbarianfollower.esp, in this case.)
2. Find the affected NPC under Actors > Actor, and (single) click the entry to highlight it. (AoMKolmarBarbarianFollower, in this case.)
3. Hit Ctrl-F4 to export that NPC's facegen data.
The next time you load the game, that NPC's face should be normal.
However, this shouldn't be an issue with Kolmar. I included that facegen data in a BSA with this mod, so his face shouldn't be gray if you have the BSA.
Kolmar's morality is set to "Any Crime", so he shouldn't report any crimes you commit while he's in your service, or leave your service because of them. I haven't really tested him with any thief or assassin characters (since I rarely play any), though I have heard him say, "Are you sure you should be doing that?" or similar, when I pick up and move other people's things around him.