THANK YOU SO HARD FOR THIS! All the complex guides and workarounds I found and you've made it this simple 8 years ago. Thanks a bunch mate, you are the BMOC.
This is exactly what I needed, it saved me from having to manually edit literally hundreds of records in TES5Edit! It takes a while to understand how to run it smoothly and without errors, but after that the result is flawless!
Important advice #1: Remember to insert the lines of code suggested by some other users further below (kbynum2 was the author IIRC).
Important advice #2: Some mods that edit NPCs MAY cause errors and the script to stop abruptly. If that's the case, HIDE the NPC that caused the error (right click on it's FormID -> then click Hidden) and rerun the script. Then manually edit that single entry.
An exception to this case is if you use the mod Avelyn or Elisif (http://www.nexusmods.com/skyrim/mods/63903/?): for her, all you need to do before running the script is to open her FormID and look for the hair color entry. It will show something like this: "[0300BF8B] < Error: Could not be resolved >". Just change it to Honey Blonde, close TES5Edit, save, reopen TES5Edit and run the script like instructed.
Excellent mod. Finally automated the Appearance patch creation process.
BTW, I tried to forward the changes from USLEEP to this patch, but since Vortex wants to load USLEEP before the Overhauls no matter what, even though I went and only used the non-USLEEP-dependent versions of the overhauls. Just in case anyone has the same issue as me, here is what I did after much testing:
1. Copy every single USLEEP NPC_ records into a new patch. 2. Create a custom rule to make sure Vortex loads this patch AFTER NPC Overhauls. 3. Create a smash patch WITHOUT any NPC Overhauls. 4. Load all the active plugins, including the smash patch, into the xEdit. 5. Now run the patcher and make sure the created patch loads at the bottom of the load order.
It just copies the whole npc stats not just visual aspects it makes it no diffirent than putting the mod after requiem.esp. Can someone tell me how to keep requiem stats while getting the visual aspect of the npc mod.
If the NPC is edited by another mod than its facegen was named for, don't you still get dark faces? I merged all the immersive settlements mods and had to rebuild their facegen to make it work. But you can't just rebuild facegen if the face was made in racemenu.
Regarding Requiem, now you just add all mods that contain visual overrides to a textfile, and the patcher solves the problem.
heads up everyone if you got the error bah bah bah try this solution by kbynum2
I added the following code at line 82 to correct the error I was getting processing the mod posted above.
if (GetEditValue(merged_record) = GetEditValue(nil)) then begin merged_record := merged_file; end;
This addition allowed me to process the mod without errors.
basically all you have to do is to go into tes5edit, apply script, select the script you downloaded, just click on line 82 and copy into there, save. patch up, everything should be working fine.
big thanks to kbynum2 for the solution. author please post this on the description
edit:hmm another big problem here, how do i make it compatible with requiem? do i load requiem before the patch i created? nothing seems to work unless i put requiem way down the last load order, hadvar goes back to his vanilla equipment if requiem is above my merged npc face overhaul pack
update: never mind,everything is working correctly, it is the problem with my load order
The created patches should be at the very bottom of load order....since your basically grabbing all character visual information and giving it priority over requiem....or any other mod disturbing your npc mods
nope, it is better doing it manually, I really found a solution for dark heads bugs in the loverslab forums... I just merge like 7 different Npc overhauls mods ;)
74 comments
This is exactly what I needed, it saved me from having to manually edit literally hundreds of records in TES5Edit! It takes a while to understand how to run it smoothly and without errors, but after that the result is flawless!
Important advice #1: Remember to insert the lines of code suggested by some other users further below (kbynum2 was the author IIRC).
Important advice #2: Some mods that edit NPCs MAY cause errors and the script to stop abruptly. If that's the case, HIDE the NPC that caused the error (right click on it's FormID -> then click Hidden) and rerun the script. Then manually edit that single entry.
An exception to this case is if you use the mod Avelyn or Elisif (http://www.nexusmods.com/skyrim/mods/63903/?): for her, all you need to do before running the script is to open her FormID and look for the hair color entry. It will show something like this: "[0300BF8B] < Error: Could not be resolved >". Just change it to Honey Blonde, close TES5Edit, save, reopen TES5Edit and run the script like instructed.
Are the errors everyone is getting only with Celann and Durak? Because that's the only ones who were giving me the issues
BTW, I tried to forward the changes from USLEEP to this patch, but since Vortex wants to load USLEEP before the Overhauls no matter what, even though I went and only used the non-USLEEP-dependent versions of the overhauls. Just in case anyone has the same issue as me, here is what I did after much testing:
1. Copy every single USLEEP NPC_ records into a new patch.
2. Create a custom rule to make sure Vortex loads this patch AFTER NPC Overhauls.
3. Create a smash patch WITHOUT any NPC Overhauls.
4. Load all the active plugins, including the smash patch, into the xEdit.
5. Now run the patcher and make sure the created patch loads at the bottom of the load order.
Hopes this helps!
Regarding Requiem, now you just add all mods that contain visual overrides to a textfile, and the patcher solves the problem.
I added the following code at line 82 to correct the error I was getting processing the mod posted above.
if (GetEditValue(merged_record) = GetEditValue(nil)) then begin
merged_record := merged_file;
end;
This addition allowed me to process the mod without errors.
basically all you have to do is to go into tes5edit, apply script, select the script you downloaded, just click on line 82 and copy into there, save. patch up, everything should be working fine.
big thanks to kbynum2 for the solution. author please post this on the description
edit:hmm another big problem here, how do i make it compatible with requiem? do i load requiem before the patch i created? nothing seems to work unless i put requiem way down the last load order, hadvar goes back to his vanilla equipment if requiem is above my merged npc face overhaul pack
update: never mind,everything is working correctly, it is the problem with my load order