Checked errors through xedit and it found a lot of <Error: Could not be resolved> concerning short spears and tridents. Is that something to be worry about or is it fine?
Just uploaded a newer patch for Summermyst 4.0.6 that corrects for some naming conventions and editorIDs. The one already uploaded here shouldn't break anything, though it may cause some items to spawn with names not corresponding to their actual enchantments.
The LotD patch has some navmesh errors with the new LotD 6.0:
[00:00] Checking for Errors in [FE 2D2] MLU 2.0a DBM Patch.esp [00:00] [NAVI:00012FB4] [00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA07] <Error: Could not be resolved> [00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA11] <Error: Could not be resolved> [00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA12] <Error: Could not be resolved>
I noted this on the main MLU page but posting here again. I've updated patches for MLU 2.0b.
1) Facegen data patch, i noticed there was no facegen for many MLU NPCs 2) High-Poly Head patch, for those who have High-Poly'd the entirety of their Vanilla NPCs - this contains all the MLU 2.0b edits along with HP headpart edits and corresponding nifs & textures. This only contains edited Vanilla NPCs.
3) LOtD (DBM) patch updated for MLU 2.0b 4) ELFX - CRF combo patch (if you happen to be using both as I do) 5) 3DNPC patch - (checked against v4.44-4.53) 6) 3DNPC & DBM patch (If you use 3DNPC & LOtD choose this)
7) Elemental Arrows patch 8) Scoped Bows patch ^ these last 2 are subjective but i tried to stay in keeping with the MLU theme
new link to folder here: https://mega.nz/folder/H5Z2wbbB#8I00-g1di8JifoIxR1-nQA
Except the facegen, TBH I don't touch faces ever myself, I'll be reverting any NPC visual changes that deviate from Vanilla by next update so facegens won't be necessary. Busy tonight but soon!
BTW there's a universal blackface bug fix for any mods: https://www.nexusmods.com/skyrimspecialedition/mods/42441
Update and confession: I've never done any cosmetic NPC work myself, leaving that other modders, so I never looked into facegen until now. If I'm understanding correctly, I can just open and resave it in the CK to generate what's needed, which is new facegen for any NPCs in the plugin? Up til now I've just assumed no problems if I didn't make any deliberate cosmetic changes.
Got another update for MLU real soon and I want this issue crossed off the list.
Right. in CK under Actors, ctrl click each of your unique NPCs then hit ctrl+F4 - this will output the head nifs and textures and put them in their respective folders (in your overwrite folder if using MO2 - otherwise they'll end up in the root data folder).
Also, it depends on your CK ini settings. I think by default, it does not overwrite and/or generate facegen data upon saving the esp. (Which is preferable). But you can change that setting in the ck ini. Ctrl+F4 always works though independently. Also the size of the tint mask can be set in the ini. vanilla is 512, I use 1024. etc. It's up to you though how you want to configure it.
Oh one other note: If you run your facegen tint files through cathedral optimizer and select compress textures to bc7 - this will cut the filesize of the facetint by about 75%. Not a big deal since you only have about 12 or 15 NPCs, but it's something I always do.
Will do it as simple as possible, me dumb dumb no learn new thing. Want quick fix no problems. CK just made textures for original MLU NPCs, no meshes, and I reverted any cosmetic changes that aren't just forwarded from USSEP.
I am modding a wabbajack list called AVO NG that is more or less a cosmetic overhaul of Skyrim that you after you download can mod to your liking. One mod that I'm using is Morrowloot Ultimate and I have had a lot of issues with what I think has something to do with AVO NG replacing textures and meshes for vanilla NPCs and then Morrowloot adding NPCs that refer back to the vanilla NPCs with no facegen or facetint files. I just, after many days of serching, found this post and I didn't want to write one earlier as I'm no real modder myself and still not sure what is going on, and with so many cosmetic mods in the list I didn't want to post incase it has nothing to do with Morrowloot itself. I haven't found a patch for this on nexus so just wanted you to know that there might be an issue, but again take it with a grain of salt as I'm no modder myself.
ezfreee's patch from mega didn't help it seems like but I might be doing something wrong or maybe it's beacuse it's for the 2.0b.
Here is the reddit post I made to get some help if it is of any intrest:
180 comments
Your patch needs to be updated.
https://www.nexusmods.com/skyrimspecialedition/mods/143089
https://www.dropbox.com/scl/fi/lrsva8llgnajbwguk2cpp/MLU-Summermyst.zip?rlkey=yz0esn2fy2qkru0jkpz24twil&st=36vq5s2u&dl=0
[00:00] Checking for Errors in [FE 2D2] MLU 2.0a DBM Patch.esp
[00:00] [NAVI:00012FB4]
[00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA07] <Error: Could not be resolved>
[00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA11] <Error: Could not be resolved>
[00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0B02BA12] <Error: Could not be resolved>
https://www.dropbox.com/scl/fi/dy7k0wrnmvlddbnliyl15/Konahrik_Acc-MLU-patch.esp?rlkey=nkzijfe1s0ntrmxo938pnqzq4&dl=0
1) Facegen data patch, i noticed there was no facegen for many MLU NPCs
2) High-Poly Head patch, for those who have High-Poly'd the entirety of their Vanilla NPCs - this contains all the MLU 2.0b edits along with HP headpart edits and corresponding nifs & textures. This only contains edited Vanilla NPCs.
3) LOtD (DBM) patch updated for MLU 2.0b
4) ELFX - CRF combo patch (if you happen to be using both as I do)
5) 3DNPC patch - (checked against v4.44-4.53)
6) 3DNPC & DBM patch (If you use 3DNPC & LOtD choose this)
7) Elemental Arrows patch
8) Scoped Bows patch
^ these last 2 are subjective but i tried to stay in keeping with the MLU theme
new link to folder here: https://mega.nz/folder/H5Z2wbbB#8I00-g1di8JifoIxR1-nQA
Except the facegen, TBH I don't touch faces ever myself, I'll be reverting any NPC visual changes that deviate from Vanilla by next update so facegens won't be necessary. Busy tonight but soon!
BTW there's a universal blackface bug fix for any mods:
https://www.nexusmods.com/skyrimspecialedition/mods/42441
Got another update for MLU real soon and I want this issue crossed off the list.
Also, it depends on your CK ini settings. I think by default, it does not overwrite and/or generate facegen data upon saving the esp. (Which is preferable). But you can change that setting in the ck ini. Ctrl+F4 always works though independently. Also the size of the tint mask can be set in the ini. vanilla is 512, I use 1024. etc. It's up to you though how you want to configure it.
Oh one other note: If you run your facegen tint files through cathedral optimizer and select compress textures to bc7 - this will cut the filesize of the facetint by about 75%. Not a big deal since you only have about 12 or 15 NPCs, but it's something I always do.
ezfreee's patch from mega didn't help it seems like but I might be doing something wrong or maybe it's beacuse it's for the 2.0b.
Here is the reddit post I made to get some help if it is of any intrest:
https://www.reddit.com/r/skyrimmods/comments/12u8okd/dark_face_neck_seam_but_not_on_overhauled_npcs/
:)