cloned = Any currently loaded NPC actor reference that exists in more than 1 copy, so it makes sense to assign them different heads/hair combo. Usually guards/ordinators (and yes, in practice usually they have a generic name, although the mod does not check the names but the special clone number tracked by the game).
it will work (in the sense that it will benefit from them as source for randomization) with head replacers adding their new stuff using standard mesh resource path convention (e.g. Westly's head and hair replacers, more heads and diversity...) which is (case insensitive): Data Files\Meshes\b\B_N_(race)_(sex)_Head_(number).nif Data Files\Meshes\b\B_N_(race)_(sex)_Hair_(number).nif e.g. Data Files\Meshes\b\B_N_Dark Elf_F_Head_02.NIF for Dark Elf Female Head 2
Data Files\Meshes\b\B_N_Imperial_M_Hair_01.NIF for Imperial Male Hair 1
if you use non compatible heads the mod will do nothing with them, so you can use the mod with them, but in practice the mod will only use path-compatible things so worth using only if you have some relevant compatible (or vanilla of course) heads installed
> But it will not be possible to turn vanilla heads off, correct? I don't understand the question > What about TR, SHotN? AFAIK they basically don't use standard mesh resource path convention (except maybe a couple khajiit heads but unsure) so the mod will not change them
No, the concept of this mod is to stay simple and randomize heads using vanilla standard meshes paths. So vanilla heads or heads replacers using vanilla-like mesh paths [EDIT] basically, any head/hair mesh/texture replacer that works without needing to load a extra .esp/.esm file should work with this mwse-Lua mod
Are you using last version? If so, could you install the Mod List mod and paste the loading list it provides? Also posting the whole MWSE.log somewhere (e.g. on pastebin) could help
In theory, yes, in practice I'm not sure it is worth the effort/memory for the names/surnames tables. Mods that let you choose a random name/surname for your character do that already, but they use the tables only on a new game start. [EDIT] also, there would be probably other complications on storing/displaying the fake name/surname on the fly. but yes, technically possible in theory, better done on a different mod though
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Data Files\Meshes\b\B_N_(race)_(sex)_Head_(number).nif
Data Files\Meshes\b\B_N_(race)_(sex)_Hair_(number).nif
e.g.
Data Files\Meshes\b\B_N_Dark Elf_F_Head_02.NIF
for Dark Elf Female Head 2
Data Files\Meshes\b\B_N_Imperial_M_Hair_01.NIF
for Imperial Male Hair 1
if you use non compatible heads the mod will do nothing with them, so you can use the mod with them, but in practice the mod will only use path-compatible things so worth using only if you have some relevant compatible (or vanilla of course) heads installed
TL;DR;
Westly Head and Hair, more heads and diversity replacers work for sure.
But it will not be possible to turn vanilla heads off, correct?
What about TR, SHotN?
I don't understand the question
> What about TR, SHotN?
AFAIK they basically don't use standard mesh resource path convention (except maybe a couple khajiit heads but unsure) so the mod will not change them
I was referring to the randomization process, if it is possible to exclude vanilla heads and just use head replacer mods.
[EDIT] basically, any head/hair mesh/texture replacer that works without needing to load a extra .esp/.esm file should work with this mwse-Lua mod
If so, could you install the Mod List mod and paste the loading list it provides? Also posting the whole MWSE.log somewhere (e.g. on pastebin) could help
Would this be possible with giving names to non unique NPCs as well?
[EDIT] also, there would be probably other complications on storing/displaying the fake name/surname on the fly. but yes, technically possible in theory, better done on a different mod though