Based on the Q&A section, if I can't directly apply this script to the replacer mod, then that means I have to run the SkyPatcher NPC Replacer Converter on the replacer mod first, then run this script through the output of the mods above? Sorry, I don't quite understand the instruction. If so, do you have any plan to make this script standalone, in other word, apply this script directly to a replacer mod without using the SkyPatcher NPC Replacer Converter? Furthermore, does this script create a standalone output (esp file that contains record of the newly added follower npc)? If so, can I just disable the original replacer's esp, in your example, Bijin AIO.esp, keeping its original bsa or meshes and texture, so as to have working follower as intended? Thank you for your wonderful script.
I've added some how to use section. I don't think there's any need to make it executable directly, as the amount of code would be enormous. It's late at night here, so that's all for now.
5 comments
If you still have any questions, don't hesitate to ask!
If so, do you have any plan to make this script standalone, in other word, apply this script directly to a replacer mod without using the SkyPatcher NPC Replacer Converter?
Furthermore, does this script create a standalone output (esp file that contains record of the newly added follower npc)? If so, can I just disable the original replacer's esp, in your example, Bijin AIO.esp, keeping its original bsa or meshes and texture, so as to have working follower as intended?
Thank you for your wonderful script.
I don't think there's any need to make it executable directly, as the amount of code would be enormous.
It's late at night here, so that's all for now.