Hi. Thank you evittalex for the mod and you abramcf for porting it! I don´t use the apachi hair mod but I do use the ks hairdos, so I went ahead and edited it to work with my mod order. Here´s what I´ve done: I opened the file in wrye bash and created the apachi dummy esp so I could load it after in ssedit. Opened ssedit, checked the plugin for errors, to show the npcs who use the now "missing"("error could not be found for the hair part") apachi hair. Deleted the respective records in esp and meshes and textures in facegen folders. After that cleaned masters dependency. Now I have a file and folders that use only KsHairdos(only master file). There are minus 42 edited npcs , mostly khajiits.Quickly looked around in-game, all good I guess. Do you want the file for upload ?
I've given up using Apachii hair for a number of reasons, the main one the black face bug which doesn't seem to happen with KS Hairs.
There's no specific NPC Hair for KS Hairs and reading what you posted here I'd be very much interested in one for KS Hairs .... Besides I think I much prefer KS Hair over Apachii, especially with the Multicolored KS Hairdo .... needing more color variations personally :)
You don't need to edit each NPC in Creation Kit to make a vanilla version, that's the long way. The easier way is to just load it up in SSEEdit and and go through the NPCs forwarding the vanilla hairstyle, then go into the Creation Kit and export facegen again. Also, to make it faster, before you start editing, right click and choose "hide no conflicts rows", You can probably get it done in like 15 minutes
Also, why does the Less Warpaint version require USSEP when the main one doesn't?
Another thing that can make your mod better. Install some high quality Warpaint, tintmasks and dirt textures. When you export facegen you'll get textures from these mods instead of vanilla ugly tintmasks.
So working in SSEEdit would be fine if I just wanted to revert to vanilla, but for a number of these NPCs, the hair is the only thing that changed. If I were to make a version using vanilla assets, I would want to actually look at the NPCs to select a different hair, rather than just revert them. I'm currently working on the bandits, but it's less than inspiring work since I greatly prefer Apachii and KS hairs.
Looks like I forgot to clean the masters on the Less Warpaint versions. This will be fixed in the next version.
Thanks for the suggestion on the tintmasks! I'll look into it!
Please, do a vanilla hair version too, man. I wrote to the KS Hairdos SSE's author - and wrote me back that "is not recommended to use BOTH Apachii and my mod, your build will be extreme heavy - and probably CTDs in RaceMenu screen"...
So, do us a big favor and make a non-KS Hairdos SSE version, if you may.
I saw you updated the mod... but I thought you would made a version without the KS Hair. Please... again... as the KS hair author personally replied to me... it's not logical to have both these huge hair mods installed. Will brake our builds.
I'm considering it. I've got another request for a lite warpaint version as well I'm considering, and I'm more likely to use that myself. But maybe after that?
Also, I realize not everyone uses both KS Hairdos and ApachiiSkyHair in their playthrough like I do. I have noticed that performance on the racemenu screen is pretty poor, but the screen is still functional for me for both male and female. I know Classic suffered from CTDs on racemenu with too many hairs installed, but I'm not sure it's the same for SSE. Maybe in the meantime, check it out and see if it works for you?
Btw, all those texture overhauls you've been putting out look really great!
It's not me, it's pure logic. That's why even the KS author wrote me so! Apatchii and KS, both they adding... billion of hair meshes/textures! Now, think that in "RaceMenu" or during gameplay - you'll get game freezing or even CTDs.
Please, make a version with KS... one with Apatchii... and one with Vanilla. It's the logic thing to do (some wants KS.... other Apatchii like me... others don't using anything, only the vanilla hairs).
Hey man, thanks for the continued interest! I'm almost done with the "less warpaint" version and started looking into a vanilla hairs version. It looks like it will basically mean remaking the mod though, looking at each NPC and fiddling in the CK. It's a lot more of a time commitment than porting the original mods to SE. So it probably won't be quick, and when I get to it, I will probably break it down into the component mods first.
Also, IMHO the vanilla hairs just don't look all that great. So my focus would likely be more on making the NPCs look *different* rather than *better*. Unless some hero takes on Better Vanilla Hairs from LE and completes and converts it. I'd have a field day with that.
TL;DR: I'm looking into making a vanilla hairs version, but: 1) it will take time, and 2) it's not something I personally will end up using in my playthroughs.
Doesn't matter if you don't using it in your playthrough. Since you publishing something that alters a lot stuff and some people using one thing and other another, you "need" to have ALL the available choices.
I only mention it not being something I use in my playthrough because usefulness in my playthrough is the reason this mod is here. I ported for personal use first, and *then* thought maybe I should share it. That is a part of my motivation, and it isn't present for the vanilla hairs version.
But another part of my motivation is to give something useful back to the community. That's why, despite not being interested in using it myself, I'm looking into the vanilla hairs version. I *like* the idea of helping others get more out of Skyrim. And I fully expect that this mod will be useless to someone who won't install the prerequisites and I would rather it be useful to more people.
Both factors matter to me. And of course this is all irrelevant to users, who are just looking for mods to support their own playthrough. But maybe folks would rather peer into my mind a bit than be left completely in the dark about why I prioritize things the way I do.
Anyways... when you'll make a vanilla version, I'll test this (and perhaps include it to my SSE Guide). Currently I can't - it's simply silly to have BOTH THESE MAJOR HAIR mods installed in my build. It's not logical, the game will be SUPER HEAVY. I'm running 180 plugins right now, while the 7 of them are merged plugins of... 50 mods each! No mentioning the 600+ textures/meshes mods I also using!!! So... I'm using a VERY VERY VERY HEAVY build, to include both these hair major mods...
...Therefore, if you ever make the vanilla version, I'll be happy to test it.
As someone who uses multiple hair mods thanks for using multiple hair mods for more hair variety. The only freezing is in racemenu (also it's due to the hair mods not this one) and since I only modify my character once it's not an issue. I don't get freezing whatsoever in normal gameplay due to the hairs.
what about changes lots from dawnguard.esm ? I see that .esp reverts to data from skyrim.esm, and looses all changes to say, vampires, from dawnguard.esm like face morphs, eyes, and tints..
I've got a version of the Background NPCs I'm testing now that restores the DLC records. When that all checks out, I'll merge and test the all-in-one. Hopefully soon.
So, that means that... if we're using Diversity... plus a band of other mods (like Bijin)... this mod here will CHANGE/CANCEL these previous mods we're already using?
I don't think Diversity or Bijin touch random bandits, forsworn and etc so you should have no problem installing this. This is precisely why I made it in the first place!
I see that was a common complain about the original mod, and although I also use KS hairs, I don't use SG hairs and ALSO ALSO some people in 2018, on the original mod page, claimed that the latest version if KS caused CTD with this mod activated. not to mention sever clipping, which will looks even worse when combined with anything custom armor distributing to bandits and other background NPCs (read here, like immersive armors / weapons / lootification / bandits of skyrim, openfaced helmets and so on and so forth).
1 simple solution would be vanilla hair version, I guess this is the safest way. if you or someone could make it, I believe it will help a lot with down;oads / endorsements and mod's popularity.
Yeap, that's the issue - that's why I'm not having KS in my Guide too (there are reports about CTDs because of these hair). So, a version with JUST VANILLA hair won't be difficult, isn't it?
Well I have installed this and KS - no crashes so far but I've just used alternate start for testing, so have no idea how this will work during large scale battles / other NPC overhauls or deep into storyline.
Can't blame author for not wanting to go through all the records and fall back to vanilla hair as I understand it is something that can take time.
44 comments
I don´t use the apachi hair mod but I do use the ks hairdos, so I went ahead and edited it to work with my mod order.
Here´s what I´ve done:
I opened the file in wrye bash and created the apachi dummy esp so I could load it after in ssedit. Opened ssedit, checked the plugin for errors, to show the npcs who use the now "missing"("error could not be found for the hair part") apachi hair. Deleted the respective records in esp and meshes and textures in facegen folders. After that cleaned masters dependency.
Now I have a file and folders that use only KsHairdos(only master file). There are minus 42 edited npcs , mostly khajiits.Quickly looked around in-game, all good I guess.
Do you want the file for upload ?
There's no specific NPC Hair for KS Hairs and reading what you posted here I'd be very much interested in one for KS Hairs ....
Besides I think I much prefer KS Hair over Apachii, especially with the Multicolored KS Hairdo .... needing more color variations personally :)
Also, to make it faster, before you start editing, right click and choose "hide no conflicts rows", You can probably get it done in like 15 minutes
Also, why does the Less Warpaint version require USSEP when the main one doesn't?
Another thing that can make your mod better. Install some high quality Warpaint, tintmasks and dirt textures. When you export facegen you'll get textures from these mods instead of vanilla ugly tintmasks.
Looks like I forgot to clean the masters on the Less Warpaint versions. This will be fixed in the next version.
Thanks for the suggestion on the tintmasks! I'll look into it!
I wrote to the KS Hairdos SSE's author - and wrote me back that "is not recommended to use BOTH Apachii and my mod, your build will be extreme heavy - and probably CTDs in RaceMenu screen"...
So, do us a big favor and make a non-KS Hairdos SSE version, if you may.
Please... again... as the KS hair author personally replied to me... it's not logical to have both these huge hair mods installed. Will brake our builds.
Also, I realize not everyone uses both KS Hairdos and ApachiiSkyHair in their playthrough like I do. I have noticed that performance on the racemenu screen is pretty poor, but the screen is still functional for me for both male and female. I know Classic suffered from CTDs on racemenu with too many hairs installed, but I'm not sure it's the same for SSE. Maybe in the meantime, check it out and see if it works for you?
Btw, all those texture overhauls you've been putting out look really great!
Apatchii and KS, both they adding... billion of hair meshes/textures! Now, think that in "RaceMenu" or during gameplay - you'll get game freezing or even CTDs.
Please, make a version with KS... one with Apatchii... and one with Vanilla. It's the logic thing to do (some wants KS.... other Apatchii like me... others don't using anything, only the vanilla hairs).
Also, IMHO the vanilla hairs just don't look all that great. So my focus would likely be more on making the NPCs look *different* rather than *better*. Unless some hero takes on Better Vanilla Hairs from LE and completes and converts it. I'd have a field day with that.
TL;DR: I'm looking into making a vanilla hairs version, but: 1) it will take time, and 2) it's not something I personally will end up using in my playthroughs.
But another part of my motivation is to give something useful back to the community. That's why, despite not being interested in using it myself, I'm looking into the vanilla hairs version. I *like* the idea of helping others get more out of Skyrim. And I fully expect that this mod will be useless to someone who won't install the prerequisites and I would rather it be useful to more people.
Both factors matter to me. And of course this is all irrelevant to users, who are just looking for mods to support their own playthrough. But maybe folks would rather peer into my mind a bit than be left completely in the dark about why I prioritize things the way I do.
Currently I can't - it's simply silly to have BOTH THESE MAJOR HAIR mods installed in my build. It's not logical, the game will be SUPER HEAVY. I'm running 180 plugins right now, while the 7 of them are merged plugins of... 50 mods each! No mentioning the 600+ textures/meshes mods I also using!!! So... I'm using a VERY VERY VERY HEAVY build, to include both these hair major mods...
...Therefore, if you ever make the vanilla version, I'll be happy to test it.
I see that .esp reverts to data from skyrim.esm, and looses all changes to say, vampires, from dawnguard.esm like face morphs, eyes, and tints..
I don't think it's right (for generic NPCs)
I want to forward changes if possible but I am not sure if it won't introduce any texture/tint weirdness so hopefully you can take a look
Thanks a lot man!
I don't think Diversity or Bijin touch random bandits, forsworn and etc so you should have no problem installing this. This is precisely why I made it in the first place!
I see that was a common complain about the original mod, and although I also use KS hairs, I don't use SG hairs and ALSO ALSO some people in 2018, on the original mod page, claimed that the latest version if KS caused CTD with this mod activated.
not to mention sever clipping, which will looks even worse when combined with anything custom armor distributing to bandits and other background NPCs (read here, like immersive armors / weapons / lootification / bandits of skyrim, openfaced helmets and so on and so forth).
1 simple solution would be vanilla hair version, I guess this is the safest way.
if you or someone could make it, I believe it will help a lot with down;oads / endorsements and mod's popularity.
anyway, mod is great gonna check it out!
So, a version with JUST VANILLA hair won't be difficult, isn't it?
Can't blame author for not wanting to go through all the records and fall back to vanilla hair as I understand it is something that can take time.
Still interested in vanilla hair version though
https://www.nexusmods.com/skyrim/mods/71614