I've been using this mod for ages, and only just realised that with the AIO install, Sighne's secondary hairs options (Geralt side-shave and Apachii side-shave hairs) to not work properly in-game. The former is overly shiny while the latter straight up doesn't appear on her head at all (she has a buzzcut hair).
Looking into it, I notice that the AIO ESP only has one version. While with the standalone Sighne, there is one ESP per hair install option. I see that in this case the NPC's Head Part properties on the ESP (that tell the game what meshes to use for the NPC's head/hair) will forever be on the default hair and thus that is the only hair install option that works on the AIO mod.
A solution to this would be to provide a different AIO ESP per hair option just like how the standalone mod does. Since the mod's really old at this point (and I suppose the author no longer updates it), us users can do so ourselves using xEdit. I'll probably just stick to the default hair since it's my favourite anyway.
EDIT: Or maybe that's not how any of it works and I'm completely wrong. Unsure.
It seems Braenn is interrupting the quest of "The Eye of Magnus" if you going to the Hall of the Elements in the College of Winterhold to defeat Ancano. If you enter the Hall of the Elements, Braenn runs out of the gate and somehow breaks the quest. Only after disabling the plugin, so Braenn is no longer in the room when you enter it, the quest goes on as nothing happened. It seems the quest does not like any other NPC in the room at this stage of the quest.
Not sure if this is only in my game, maybe someone can reproduce it to be sure :)
well the quest relies on a scene about opening the gate so if she opened it from the other side, i could see that breaking things. that said, my quest went fine. she didn't open the gate
Sighne's scar seems to be clipping a lot when she's talking or changing her facial expression. Do I have to live with that or is it a problem in just my game? Other than that, these are probably one of the best companions ever released. Thank you for sharing your characters <3
I use Mod Organizer for installation. You don't have this shiny hair issue? Braenn and Moira look fine, but I'm always having troubles with Sighne's glossy hair.
I don't use NMM and manual installation I can only do if I'm sure..
I opened the mod directory of Azeneth's Angels in Mod Organizer. I see Sighne's hair is called "GeraltDIFF.dds" and "GeraltNORM.dds" is that correct? shouldn't it be like "Geralt.dds" and "Geralt_n.dds"? Maybe it's just a wrong texture name?
I've got this same issue with her "Shaved Geralt Hair" when using the all in one installer in MO. Just tried downloading the optional solo file for Sighne with shaved hair and same thing. I'm assuming it uses the hair texture from the original Geralt hair mod.
Scratch that i'm actually using Sighne's appearance to replace another npc. The original Sighne's hair is black and fine, the replacer however has the white shiny texture. So there's no issues on your part ShinglesCat. Strange though as the visual transfer tool copied the headparts and texturesets seemingly perfect
Edit: Managed to get the npc transfer working with the hair with strand
love the mod with my oldrim game, but i tried to see if this mod could be played on SSE as it is and sadly it can't. my game wont load at all. it just refuses to load after i hit play on the launcher after waiting 5-10 minutes for the game to load. will this mod be ported over to SSE when time is available to convert it?
@tullinjr Did you even run it through the SSE Nif Optimizer? Do that, separate any head parts and face geoms into a temp directory for their own optimization with the "Head Parts Only" checkbox checked. Extract any BSA's if there are any, then delete them or repack with the new format. Optionally (but extremely recommended), resave the .esp in the new CK.
If it still crashes there may be DDS files in an improper format or more rarely, meshes that still have issues after optimizing. The latter requires some investigation with Nifskope.
I've got the Sighne Apache Hair version working in SSE so far, ran it through Nif Optimizer but the armour has changed to default Wolf Armour which could be a deal breaker. Plus she can now be found downstairs outside the sleeping quarters rather than by the floor fire upstairs.
The facial tatoos and scars are still intact.
I opened it in SSE CK but it keeps crashing during any attempts to save.
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Looking into it, I notice that the AIO ESP only has one version. While with the standalone Sighne, there is one ESP per hair install option. I see that in this case the NPC's Head Part properties on the ESP (that tell the game what meshes to use for the NPC's head/hair) will forever be on the default hair and thus that is the only hair install option that works on the AIO mod.
A solution to this would be to provide a different AIO ESP per hair option just like how the standalone mod does. Since the mod's really old at this point (and I suppose the author no longer updates it), us users can do so ourselves using xEdit. I'll probably just stick to the default hair since it's my favourite anyway.
EDIT: Or maybe that's not how any of it works and I'm completely wrong. Unsure.
edit; ah erratic. names on the nif lol
If you enter the Hall of the Elements, Braenn runs out of the gate and somehow breaks the quest.
Only after disabling the plugin, so Braenn is no longer in the room when you enter it, the quest goes on as nothing happened. It seems the quest does not like any other NPC in the room at this stage of the quest.
Not sure if this is only in my game, maybe someone can reproduce it to be sure :)
Here is your answer :P. Took me a while. Just play back the Norwegian pronouciation.
https://translate.google.de/?hl=pl#pl/en/Braenn
Here is one for Braenn while we are at it. Play back the Polish one.
I tried to fix this issue, but everything seems to be fine.
If you get same issue, I'm gonna repack entire Sighne stuff.
I opened the mod directory of Azeneth's Angels in Mod Organizer.
I see Sighne's hair is called "GeraltDIFF.dds" and "GeraltNORM.dds" is that correct? shouldn't it be like "Geralt.dds" and "Geralt_n.dds"?
Maybe it's just a wrong texture name?
Texture paths seem fine too.
Just tried downloading the optional solo file for Sighne with shaved hair and same thing. I'm assuming it uses the hair texture from the original Geralt hair mod.
Scratch that i'm actually using Sighne's appearance to replace another npc. The original Sighne's hair is black and fine, the replacer however has the white shiny texture. So there's no issues on your part ShinglesCat. Strange though as the visual transfer tool copied the headparts and texturesets seemingly perfect
Edit: Managed to get the npc transfer working with the hair with strand
Optionally (but extremely recommended), resave the .esp in the new CK.
If it still crashes there may be DDS files in an improper format or more rarely, meshes that still have issues after optimizing. The latter requires some investigation with Nifskope.
The facial tatoos and scars are still intact.
I opened it in SSE CK but it keeps crashing during any attempts to save.