I have this loaded after the PAN mods, this add the physics hair but otherwise reverts all other their face to vanilla(or blackface if the discoloration fix is disabled) any idea what im doing wrong?
Unfortunately as a side effect of the fact that I can't generate facegens there will be a loss of tint masks such as freckles that results in the blackface bug. This is why discoloration fix is used. You will keep the face shapes from Pan's NPCs however. If someone talented in nifscope comes around they would be able to manually edit the facegen files to replace the hair meshes as creation kit doesn't like generating facegen for hdt-hair. Will edit the description to make this more clear.
I have this working for one NPC, but it's quite tedious. After creating new facegen files, you need to open the hair and the facegen models in NifSkope and copy the "NiStringExtraData" block into the new facegen data. This lets HDT-SMP identify the XML configuration for the hair. Then replace the head mesh (and probably a few others) with the one from the old facegen to preserve the custom sculpted model.
Most hairs don't work properly on NPCs using facegen, though, because the generation process removes bones that the physics constraints need. I've edited the XML to make it mostly work, but can't get exactly the right behaviour. It's easier and more reliable to give them wigs instead.
Would love to use this, but really dont want to add Cutting Room Floor - SSE to my loadorder. It seems to make many other mods causing issues. Is there a change to ad a version without this requirement?
I installed the Pandorable HDT Hair Combined one and loot is giving me this message (This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves.) Is this just loot being weird or should I take this message seriously and not use it in my game?
FOR USERS 1. Since the author - although he had been informed shortly after publishing this file - didn't provide a hotfix: You should immediately remove the ESL-flag by using a tool like xEdit or Wrye Bash (I recommend xEdit though for the folowwing step), because otherwise this potentially can cause unpredictable behavior with your savegame.
2. This one lies in every user's own responsibility, because no mod author can provide patches for individual load orders. Check the mod against your entire load order via xEdit to make sure it doesn't revert specific changes from other mods, that are outside the intention of what this mod does. Especially check your Race records! And take extra care of your Bashed Patch, if you have one. It might pull some records that might modify others, that aren't intended.
Ok I have a problem with this the hair works but you've changed the visuals on the NPCs; Danica looks like an old maid rather then the young priestess and I'm not going to get started on Saadia not being dark-skinned, uninstalling this hope it doesn't break my save
Now that I have got into the game with the mod running - the hair all works fine, but every single character affected has the same non-Pandorable's face, just different skin colours. Into SSEdit again, and I see that each character has a KSSMP file that includes hairlines and a "virtual head" - which is clashing with the Pandorable's facegen -> blackface/no facial features mod working
I went into the KSSMP file and instead installed each component, then tried different combinations - hair (obviously), virtual head, collisions, hairline Findings - if the hair is included by itself or with any other component, it appears - but to get physics you need all of the components, but as soon as you include the hairline, in any combination, it disrupts the facegen.
Again as I said in the description the facegen is not going to work correctly. If I were to redo this mod I would change the NPCs to be bald and add custom records for smp wigs that are flagged unplayable and then add those to the worn armor record of each NPC. Seeing as that is a very time consuming task to do manually I have not done so as I would need to strip the hair in NifSkope to avoid losing pandorables face sculpts. If you want to go ahead and do it yourself thats great and I would link to your mod here. In the mean time I thought I would share my current crude implementation of hair physics in case there are people that don't mind the problems that come with it.
Ok - initial installation presents some issues - the base PAN-NPC's file comes up with a report that "This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves"
Suggests FormIDs were not compacted prior to esl flagging.
Without knowing a great deal about this, used SSEdit to remove the esl flag, and ran the script to see what files could be converted, and this one appeared providing FormIDs were compacted. Did that, but unable to save as
"Record SaadiaH "SaadiaH" [CLFM:FE05D951] has invalid ObjectID 056951 for a light module"
(a search for 56951 does not find anything btw, as expected)
Decided I will give it a try with the esl flag removed - and will then check the NPC's in game, especially Saadia.
As I do with all mods, I check for conflicts and with 85 NPC's, was not surprised to find about half of them did so. Some were nothing more than mods that add different weapons, or an item required for a quest - so easily patched. (for those that don't know, such a mod might add the "Dagger of Dragon Obliteration" to Elisef, but the same mod will return Elisef to vanilla appearance. An appearance mod listing after the weapon mod will remove the weapon - you get one or the other, or patch it yourself). One npc (Olfina) had been pulled into my Wrye Bash patch, so I fixed that as well.
What was of concern (I think) was that I discovered that the HairColorList E7BED was being written by 14 different references - from Skyrim.esm through to individual follower mods - and the ones added by this had been subsequently removed - suggest make a patch file for that single reference and modify it every time you add an appearance mod or a follower.
Also Race Records 13741 through 13748 (13749 was not overwritten, more good luck than design) were being overwritten as well, so a similar patch is required for them as well. I was surprised that a "simple" mod that I have for a detect corpse spell, really useful for finding bodies after a fight in long grass, was overwriting all the race records. (users - you have to do it yourself, as no mod author can for patch individual mod lists)
I have not compacted formids because this is the first mod I've made in creation kit and I don't even know what compacting formids will do. The hair color references are a result of adding Pan's hair colors to the actual mod since she had their hair colors stored in the facegen probably from using racemenu to sculpt them in game or something and without them they would lose the original colors in this mod.
This not coming from anything of a computer head - but apparently esl's have several restrictions - one being a maximum record size ( 2048 records, and not an issue here) another restriction is that records (FormIDs) must all lie within a certain range (probably the same 2048 figure), and if they fall outside of that range, they overflow into the next mods records, corrupting the data - "Compacting FormIDs" adjusts the records to fall within the range that an esl can use - and this mod contained FormIDs outside of that range.
This reference is not a mod, but a pretty good clear explanation of this https://www.nexusmods.com/skyrimspecialedition/mods/21618
Not sure why but running Texgen with this mod active throws the following type of error (of which there are 104):-
Background Loader: <Error: AlfhildH "AlfhildH" [CLFM:FE03C01C] has invalid ObjectID 02901C in PAN_NPCs CuttingRoomFloor PATCH.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>
Strange, I didn't notice that problem on my PC but an easy solution is to simply disable my mod when running TexGen and DynDOLOD to prevent any problems during generation as this only effects NPCs and therefore wont matter when you generate your LODs. I also might have simply missed the error in the log.
Indeed, I disabled during generation and re-enabled post generation. Thought you might want to know as the error may not just be specific to TexGen. To me this a great integration mod for the Physics hairs and CRF, so thank you kindly ... Cheers Shaggy
31 comments
Most hairs don't work properly on NPCs using facegen, though, because the generation process removes bones that the physics constraints need. I've edited the XML to make it mostly work, but can't get exactly the right behaviour. It's easier and more reliable to give them wigs instead.
FOR USERS
1. Since the author - although he had been informed shortly after publishing this file - didn't provide a hotfix: You should immediately remove the ESL-flag by using a tool like xEdit or Wrye Bash (I recommend xEdit though for the folowwing step), because otherwise this potentially can cause unpredictable behavior with your savegame.
2. This one lies in every user's own responsibility, because no mod author can provide patches for individual load orders. Check the mod against your entire load order via xEdit to make sure it doesn't revert specific changes from other mods, that are outside the intention of what this mod does. Especially check your Race records! And take extra care of your Bashed Patch, if you have one. It might pull some records that might modify others, that aren't intended.
Mod-affected NPCs flicker. No one had the issue?
I went into the KSSMP file and instead installed each component, then tried different combinations - hair (obviously), virtual head, collisions, hairline
Findings - if the hair is included by itself or with any other component, it appears - but to get physics you need all of the components, but as soon as you include the hairline, in any combination, it disrupts the facegen.
Suggests FormIDs were not compacted prior to esl flagging.
Without knowing a great deal about this, used SSEdit to remove the esl flag, and ran the script to see what files could be converted, and this one appeared providing FormIDs were compacted. Did that, but unable to save as
"Record SaadiaH "SaadiaH" [CLFM:FE05D951] has invalid ObjectID 056951 for a light module"
(a search for 56951 does not find anything btw, as expected)
Decided I will give it a try with the esl flag removed - and will then check the NPC's in game, especially Saadia.
As I do with all mods, I check for conflicts and with 85 NPC's, was not surprised to find about half of them did so. Some were nothing more than mods that add different weapons, or an item required for a quest - so easily patched. (for those that don't know, such a mod might add the "Dagger of Dragon Obliteration" to Elisef, but the same mod will return Elisef to vanilla appearance. An appearance mod listing after the weapon mod will remove the weapon - you get one or the other, or patch it yourself). One npc (Olfina) had been pulled into my Wrye Bash patch, so I fixed that as well.
What was of concern (I think) was that I discovered that the HairColorList E7BED was being written by 14 different references - from Skyrim.esm through to individual follower mods - and the ones added by this had been subsequently removed - suggest make a patch file for that single reference and modify it every time you add an appearance mod or a follower.
Also Race Records 13741 through 13748 (13749 was not overwritten, more good luck than design) were being overwritten as well, so a similar patch is required for them as well. I was surprised that a "simple" mod that I have for a detect corpse spell, really useful for finding bodies after a fight in long grass, was overwriting all the race records. (users - you have to do it yourself, as no mod author can for patch individual mod lists)
This reference is not a mod, but a pretty good clear explanation of this https://www.nexusmods.com/skyrimspecialedition/mods/21618
Not sure why but running Texgen with this mod active throws the following type of error (of which there are 104):-
Background Loader: <Error: AlfhildH "AlfhildH" [CLFM:FE03C01C] has invalid ObjectID 02901C in PAN_NPCs CuttingRoomFloor PATCH.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>
Cheers
ShaggyMonster
Enjoy!
Cheers
Shaggy
Edit: Never mind. I didn't read the whole description.