Skyrim

446 comments

  1. FuRitzu
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    Hi. Can you make Stenvar buffier (increase weight to 100)? He's my favorite hirelings but he is too skinny. Thanks.
  2. mazzyfireball
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    Having a problem with sven. wherever i put the plugin in my load order, he has dark face and bald
    1. ljty7
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      even in the end of your load order?
  3. mitsoswu
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    Whenever i use this mod, My torches disappear from inventory... and game crashes randomly. 
    That's a shame this mod is so good man  
    Is there a specific load order? .... please help.
  4. FungJ
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    Hi, love this mod so much! 

    Is there so way I can change the npc's weight to my desire value? Tried setNPCWeight but the head is not align with the neck leaving a big gap between. What can I do about the head size? thank you.
    1. mitsoswu
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      hmmm... that's actually a good question but, i think the creator of this mod has set the head size to be...very specific. 
      And what i mean by that is, if the creator created an NPC to be "weight 60" and you are trying to set it to 90, it will not work. 
      So, you have to set it back to "60" <--(the number is just an example, ok? ).... i don't know, does that make sence what i said?
    2. FungJ
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      yes thanks. I actually posted in the wrong mod page (should be skyrim SE rather than skyrim) and the author replied on SE page with the same answer. I think I'll try finding some way to try alter the head mesh later on 😭
  5. NCK30
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    Must say that this is the best Male replacer I have ever seen.

    I am straight and normally don't say that males are handsome, but these are borderline handsome.

    Erikur, Addvar, Sibbi, Amren, Solaf, Bolund, Mikael and Benor are Masterpieces.


    Just have some small problems with the head discoloration with some of them. Head is brighter than the body.

    I have replaced body with my Vitruvia skin. Could be problem with Facetint too.
    1. ljty7
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      did you replace the body textures in my mod?
    2. NCK30
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      I first replaced with your SOS Full textures. Had discoloration.

      Then I tried my own Vitruvia SOS Full textures. Still discoloration.

      My experience with this earlier points to the Facetints being too light. Making them darker will mostly solve it.
    3. ljty7
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      body and neck color couldn't match becuase you replace the body textures

      these npcs use the custom head textures so better not replace their body textures
    4. NCK30
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      I will try the ones included in your main mod.

      I have SOS full, so let's see how it turns out.
    5. NCK30
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      Tried to replace the whole texture folder with your main mod.

      No dice. Now the heads are kind of darker/red. This is Skulvar. Notice the neck/head discoloration.

      Copy the web address of the image to see it bigger and clearer.

    6. NCK30
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      Know what's wrong now.

      I loaded your esp in Creation Kit. You have not made any texture sets for the Head part.

      Also it loads a wrong Facetint.

      Did You export the npc data file to get the proper tint files into Creation Kit.

      You should have the npc file and click import above the red tint color. The NPC will now have the correct tint color from Racemenu.

      When I occasionally have made a follower I need the following files.

      Nif file - Racemenu export
      dds file - Racemenu export
      npc file - Concole code export - I think "spf skulvar" for example will export the npc file
      jslot - Preset file


      The Head texturesets need to be made and put into the Character Gen Parts. See how Skulvar is set to red tint. If You exported those tints because of missing npc file then that's the error.

      Alternatively I could replace my Vanilla textures with yours and see if that works.

      Copy web address to see larger pic.

    7. NCK30
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      Just checked the Facegen nif file for Skulvar. Seems to be correct paths.

      Now I can better understand why I can't just replace. You use a wide variety of face parts.


      So my issue is down to incorrect Facetint color exported to the dds file.

      I can guess the color myself. But to permanently fix this You need to import the npc file into Creation Kit and export the head again.

      Then the Facetint will be correct.

      Alternatively I can use the facetint dds file exported from Racemenu by You and rename.
    8. ljty7
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      you can not fix it unless you fix the head textures

      i use many kinds of head textures come from many skin mod. so to save my time.i only use photoshop to edit the bottom of the head textures to let the neck seam not that noticeable. thats why the face is redder than the body

      and better not to replace the facetint. they are not just a color textures . i add a lot of face details in that facetint
    9. NCK30
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      I will try and fix it myself. I do nothing but edit them darker or lighter in GIMP to match the body color.

      Have fixed neckseams/discoloration like this many times. I get OCD when seeing neck seams/discoloration.

      Strangely enough these have not only red, but also light and dark discoloration. I will do the best I can.


      Can't play without these now.
    10. Hannariel
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      Thank you for clarifying. I thought it was me who did something wrong because I have the same issue with no skin installed.

      Do you intend to release a fixed version on Nexus?

    11. NCK30
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      This will take some time.

      Not sure I can do it proper without the author's presets or a copy of the dds file from Racemenu.

      I can minimize it. But I have to go through the 40-50 NPC's from this pack that I use.


      I used TES5Edit to delete the ones that I had or did not want.
    12. NCK30
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      I can't fix this. The sheer number of head parts is what's giving the discoloration.

      Normally people only use 4 textures in their pack. Diffuse, Normal Map, Specular and Skin.

      malehead.dds
      malehead_msn.dds
      malehead_s.dds
      malehead_sk.dds

      Then the head texture sets are made in the Creation Kit. But there are non of these in the esp because of all the textures used.


      I fixed the discoloration on Addvar at close distance by making Facetint brighter.

      When I get further away from him the red color returns.

      Thought I could fix this by adding MipMap to the Facetint. No luck.

      No matter what I try the discoloration can be removed at short distance. Not long distance.


      I have never seen this before. It boggles my mind.


    13. Hannariel
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      This is unique for me because I've never seen this before as well and I installed lots and lots of replacers and standalone npcs.

      But thanks to your effort you found most the causes of the problem and I can finally find peace because I was like a crazy searching about how to fix neck seams, about the weight thing and trying to fix by myself, but the problem is way more complex than that, unfortunately.

      Since you have a lot of knowledge in Editing NPCs (I have none D:, but I want to learn), Can you tell if it's possible to copy the faces of these npcs and put these faces in a body from the scratch? I really liked some of them and it's a pity that the mod author don't want to fix.
    14. ljty7
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      i have test my mod many times at both LE and SE. the neckseam is not that noticeable. so i satisfied with those neck so far

      the neckseam you show in your 2th pic will only happen when you replace their textures
    15. ljty7
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      sorry i am not good at English so it is hard for myto explain

      sometime the ENB will cause neckseam too

      my only advice is better keep their origin .
    16. NCK30
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      I have replaced nothing. I use your files.

      I only made the Facetint brighter to fix the discoloration. Worked as it always does.

      What's confusing to me is that it changes when I walk away from him. The pictures clearly show this. 

      I am going to try one more thing.


      I guess I can equip them with necklaces or scarfs to hide this.
    17. NCK30
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      To Hannariel

      I still think the head texturesets should be added to the esp in Creation Kit. Then use it in the Character Gen Parts of each actor.

      The author use the default Nord head for Skulvar. This should have been the imported head textureset.

      Skulvar looks Vanilla in the Creation Kit preview, because he uses the Nord default Vanilla head.

      Also if You had the presets I would use the "spf (name of actor)" to get the proper tint exported. Then import it in Creation Kit like my picture.

      You can see in the picture how red Skulvar's face is. It could not have looked like this in Racemenu. Therefore wrong tint color.


      I don't think this problem is fixable, unless You follow the exact guide lines for making a follower.


      I have seen this before when making a follower out of a preset. The author had used so many skeletal sliders to make the preset.

      When I tried to make her she had an extremely long neck. I never found a way to fix this. I put long hair on her to hide it.
    18. ljty7
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      no.we don't need to make face  textures set in the plugin. we just use nifskope to set textures path to let the facegen use specific textures like hair textures.brow textures  face textures. ect
    19. ljty7
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      the mod have about 300000 downloads and only a few people report the neckseam. sometime is the Enb .sometime is the wrong body type. sometime is the mod confliction.
    20. ljty7
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      the plugin only provide a name of facepart.nothing more.  the real facegen(export from racemenu) is everything.  the esp only provide the name of head part. that why you see vanilla head in the ck.but you see different face in the game


      i am not good at english
    21. NCK30
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      Anyway. I have asked in several technical forums. Also with Pandorable.

      Hoping that somebody have seen something like this before.


      I only do this, because I need to keep these oustanding NPC's. I could easily just delete them.

      But I intend to keep it. In fact spent 1 day to set it up according to other packs out there.

      Consider that an endorsement to your perfect work.


      Trust me. I have 341.000,00 downloads and 400 endorsements on my animation site at LoversLab.

      So I can relate... 
    22. deleted4257842
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      Correct me if im wrong, i do follower work only for a few months now, but i think he meant this...

      Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.

      So when addvar has this headpart data in his npc entry for example:

      MaleHeadNord
      MaleEyesGrey

      Then you can use these names to rename the headparts in the facegen with it.
      This way you spare alot of extra esp work, like creating new headparts entries.
      Or even don't need an esp at all.

      Works not, if the headpart like HPH comes with new tri files.

      In this case you need headpart entries which need point to these new tri files.

      As for creation kit, i don't have it. You can do this all with tesEdit.

      So, this is probably the reason you get wrong headparts in creation kit.
      Because CK loads these esp entires, and not the facegen nif, which has the
      correct stuff in it.
    23. ljty7
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      dont get me wrong.what i mean is that the neckseam you said is not that common, 300000 downloads but only a few report the seam problem. so i not really want to remake my mod.  l

      i am sorry that it cost you a lot of time, but i can not help you 
    24. ljty7
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      @ZcKeZcKT

      the plugin is needed bucasue these npc use costom body and some male npc choose different beard 
    25. NCK30
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      Never mind. I will just give them all scarfs or really long coats.
    26. NCK30
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      After much persistance I managed to minimize the discoloration of Addvar.

      See the solution here at the Technical forum at LoversLab...

      https://www.loverslab.com/topic/215146-calling-out-all-texture-experts/

      Copy/Paste link

      Now only 47 to go...
    27. deleted4257842
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      the plugin is needed bucasue these npc use costom body and some male npc choose different beard 

      I know, my post was related to this...

      The author use the default Nord head for Skulvar. This should have been the imported head textureset.

      Skulvar looks Vanilla in the Creation Kit preview, because he uses the Nord default Vanilla head.

      the plugin only provide a name of facepart.nothing more.  the real facegen(export from racemenu) is everything.  the esp only provide the
      name of head part. that why you see vanilla head in the ck.but you see
      different face in the game

      ...about the question why Skulvar uses the default Nord Head.

      And my explanation for nck30 why modders use vanilla head part names...

      Spoiler:  
      Show

      Face replacers don't need an esp as long as you use the vanilla names from the esp/esm in the facegen nif.

      So when addvar has this headpart data in his npc entry for example:

      MaleHeadNord
      MaleEyesGrey

      Then you can use these names to rename the headparts in the facegen with it.
      This way you spare alot of extra esp work, like creating new headparts entries.
      Or even don't need an esp at all.

      Works not, if the headpart like HPH comes with new tri files.

      In this case you need headpart entries which need point to these new tri files.

      As for creation kit, i don't have it. You can do this all with tesEdit.

      So, this is probably the reason you get wrong headparts in creation kit.
      Because CK loads these esp entires, and not the facegen nif, which has the
      correct stuff in it.



      - CK loads the headpart entries from the esp // it loads the wrong in this case
      - the real headparts you see ingame are baked in the facegen nif // CK does not load the stuff in the nif

      Modders use vanilla headpart names in the nif file to spare time or even the esp, which is great.
      But bad for other modders who wants to load/see the correct ingame npc in CK.

      That's all ;)

      Thank you for all the great followers.
    28. ljty7
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      idid not blend the textures. cause my skill is very limited
      instead i use photoshop to edit the neck part of the face textures to  make the neck color close to the body 
    29. NCK30
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      Your skill is not limited. You have made one of the finest NPC packs I have ever seen.

      And now I can enjoy them fully. 10 NPC's done...
    30. NCK30
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      Things I have noticed during fixing

      - Male body meshes has paths to Vanilla body not your folder.
      - Perth has no skin assigned in the esp. Gave him 2222skinnaked.
    31. ljty7
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      body has textues set in the plugin
  6. JerisEnigma
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    What hair is Vilkas using?
    edit: yep, there it is: ginko02, sculpted very nicely : )
    1. ljty7
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      the origin is from sg hair.it is female hair and I sculpt it to make it look different
  7. JerisEnigma
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    I wish all the images were labeled... It's hard to mix with other mods when I can't tell who almost half of them are. 

    edit/update:
    -Runil is on the list of edited NPCs, but is not actually in this mod.
    -Benor is changed to 'benor'.
    -Captain Wayfinder's short name is changed from 'Wayfinder' to 'Captain'.
    -Kust's name is in Japanese

    Unless I'm blind and/or they're mislabeled, the following NPCs were missing screenshots:
    Avulstein Grey-Mane, Captain Wayfinder, Jervar, Siddgeir, Sirgar, Leifur, Lond, Mathies, Perth, Quintus Navale, and Vorstag. 
  8. alexis666
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    Ancano is beautiful, can you make a separate replayer just for him with the body sos? What hairstyle did you use for it?
  9. natalia96
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    did you add new npc list in this new version or just bugfixed?
    1. ljty7
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      see the changelog
  10. lilfoxtrot
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    I was excited to come across this mod and was surprised that you decided to change the weight of some of the NPCs.  I really do appreciate your work, but I need to pass on this one simply because I don't want to open the console every time I come across the immersion-breaking neck gap.  Just my two cents.