Update 2.0: Long overdue update. I've just been really busy.
Finally updated to work with Song of the Green 1.4 (Previously, this replacer would revert some of the changes like Auri's perks that she no longer has in 1.4)
Face update - A somewhat subtle update to Auri's face based on a version I've been using in my game for the past year. Mainly to make her face structure a little more realistic. Also, her eyebrows are closer to the color of her hair instead of being black like before. If you prefer the previous version, let me know and I'll add an option to keep that. They're just mesh edits, so this doesn't affect saves
New Amber colored eyes option, based on the drawing of Auri on Waribiki's page
Option for Auri to have antlers or not, plus 3 different styles of antlers to choose from. (The antlers version has a separate ESP from the no antlers version. So, if you've been using your own updated ESP to make it compatible with Song of the Green 1.4 and you install the antlers, the ESP that comes with the FOMOD needs to overwrite that)
New hair texture - Salt and Wind Mixed. An edit I made that combines the original hair texture with Salt and Wind since I find Salt and Wind's textures to be a little too flat shaded sometimes
Should be fine to update mid-save, but make sure to keep backups from before just in case. The exception is if you used yRaven's ESL flagged plugin in the comments. Due to how ESL flagging works, updating from that to version 2.0 may have issues since version 2.0 is still a standard ESP.
Update 1.2: Just fixed some eyebrow clipping when Auri makes certain expressions, at least as far as I could tell. I used commands to test the expressions I'd originally missed, so let me know if it's still an issue.
This current update only changes a mesh, so I don't believe there should be any issues towards your save if you update. However, I generally say not to overwrite your last save whenever you update or install a mod, just in case things don't go well and you need to revert back.
Update 1.1: Added a RaceMenu preset in Optional Files. Check the description for required mods and installation instructions.
Thank you for all the kind comments and endorsements!
Really nice mod for Auri, but she keeps going invisible at random. Removing this mod fixes it. And yes, I have all of the required mods installed and in the proper order.
So great mod! Didn't have any issues... till I did. Auri just straight up dies and there's nothing I can do and I have a feeling this mod has something to do with it.
Not from this mod, since I never touched those properties. Sounds like another mod or something might be changing her so she isn't essential anymore. Could also be from an ini file, if it's happening to other npcs.
I made the replacer using one of my own character presets as a base and forgot to change the weight, which has to be set before you export head meshes. It didn't bother me since the weight difference with CBBE vanilla isn't very drastic in my game, and I didn't think it was worth redoing the edits I already made to to change it.
Then do you mind if I create and release a version with a different weight slider? :) It will only be a head mesh and an .esp file, so your replacer will still be a requirement.
I went in the Creation Kit to remove some of Auri's more overtuned perks and saved/exported facegen. Now she has the "vanilla" head with the warpaint, instead of her custom-made head. Is there a way to fix this, or remove perks from Auri without breaking her face? Thank you!
I would export her facegen from Creation Kit again and make sure the name of her head mesh and face tint texture from this mod match the ones from CK (00000D63). As long as the headparts didn't change, that should be it?
Edit: If you exported the facegen from CK when you made those edits, it might've replaced the mesh and texture from my mod with the CK ones. Just gotta replace those with the files included in this mod.
So when you create custom versions of NPCs with things like HPH, you don't see an accurate representation of those assets in CK? I was just trying to take your Auri and replace the hair and outfit, but I got a similar result to Halealekala (vanilla head and warpaint). When you make any edits to your NPCs, what's your process while using things like HPH? (still pretty new to CK. Thank you for any insight)
Sorry for the late reply. Haven't been on Nexus in a while. Yeah, CK doesn't show the correct npc head unless you add the head to CK, which most people don't do.
The process as far as I remember is to open CK and create a project that has all the HPH head parts added. You can copy them to the plugin as standalone edits, or make them rely on HPH as a master.
You make the NPC you want and add all the head parts you want to them. The number of head parts has to match what your exported Racemenu head has in NifSkope. Then you rename all the head parts in the mesh to match the head parts in CK. Otherwise the game won't use the mesh. Then change all the texture paths to the textures in your mod's folder if you're making a standalone mod. The weight also has to match in CK to the weight of your character when you exported their head. Modded hair usually has duplicate headparts. You need all of them in the head, but only 2 need to be named like in CK. They're the hair and hairline. The duplicates can be left alone.
You also need to add the face tint texture to the head mesh otherwise it won't have your tattoos/facepaint. But then you have to make sure the skin tint values (the rgb codes) in CK match the skin tint. It's tricky but I think I usually check the Racemenu skin color and copy the values there to CK or XEdit. The digits are a little different I think. You don't need the A value in Racemenu.
Avast has warned me that the link for high poly head is to a phishing site :( I'm sad cause I really liked this replacer but I'm not downloading anything from suspicious sites. could I use aesthetic elves by Ruddy88 strait from nexus as an alternative? the site the link goes to credits to ruddy88 anyways so it should be the same thing right
I included the high poly head face morphs, so you don't need to download that mod for this to work That said, I just read up on VectorPlexus. I've used it a couple times before but apparently some stuff happened with the site a while ago. So everything moved to vectorplexis.com, not vectorplexus. The old site is what's probably giving you warnings
I am just asking since no one else has or I missed it. Will this at some have a BHUNP option? Mainly your replacer is the closest to the original image of Auri but I only use BHUNP bodyslides. Feel free to ignore this if you don't plan to make that option. Thank you for your time and awesome mod.
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Should be fine to update mid-save, but make sure to keep backups from before just in case.
The exception is if you used yRaven's ESL flagged plugin in the comments. Due to how ESL flagging works, updating from that to version 2.0 may have issues since version 2.0 is still a standard ESP.
Update 1.2: Just fixed some eyebrow clipping when Auri makes certain expressions, at least as far as I could tell. I used commands to test the expressions I'd originally missed, so let me know if it's still an issue.
This current update only changes a mesh, so I don't believe there should be any issues towards your save if you update. However, I generally say not to overwrite your last save whenever you update or install a mod, just in case things don't go well and you need to revert back.
Update 1.1:
Added a RaceMenu preset in Optional Files.
Check the description for required mods and installation instructions.
Thank you for all the kind comments and endorsements!
Shame it's not on LE tho 😔
It will only be a head mesh and an .esp file, so your replacer will still be a requirement.
Edit: If you exported the facegen from CK when you made those edits, it might've replaced the mesh and texture from my mod with the CK ones. Just gotta replace those with the files included in this mod.
The process as far as I remember is to open CK and create a project that has all the HPH head parts added. You can copy them to the plugin as standalone edits, or make them rely on HPH as a master.
You make the NPC you want and add all the head parts you want to them. The number of head parts has to match what your exported Racemenu head has in NifSkope. Then you rename all the head parts in the mesh to match the head parts in CK. Otherwise the game won't use the mesh. Then change all the texture paths to the textures in your mod's folder if you're making a standalone mod. The weight also has to match in CK to the weight of your character when you exported their head. Modded hair usually has duplicate headparts. You need all of them in the head, but only 2 need to be named like in CK. They're the hair and hairline. The duplicates can be left alone.
You also need to add the face tint texture to the head mesh otherwise it won't have your tattoos/facepaint. But then you have to make sure the skin tint values (the rgb codes) in CK match the skin tint. It's tricky but I think I usually check the Racemenu skin color and copy the values there to CK or XEdit. The digits are a little different I think. You don't need the A value in Racemenu.
That said, I just read up on VectorPlexus. I've used it a couple times before but apparently some stuff happened with the site a while ago. So everything moved to vectorplexis.com, not vectorplexus. The old site is what's probably giving you warnings