Header Hi! This is my first NPC replacer, thanks for all the kind words I have received! If you want to have her as a your player character instead, I'm sorry that I have accidently overwritten the save in which I created her, her appearance reverted back to several saves before, and lord knows how many sliders I've adjusted since then and I've done some sculpting on top it as well... What you can do is upack this mod file, change the name of the nif file in meshes>actors>character>facegendata>facegeom>skyrim.esm into something else, and put it in SKSE>plugins>chargen, do the same with the tint mask. You can load the nif in RaceMenu's sculpt tab I think! Don't forget to check the description for all the mods that make her look exactly like my screens. That's it for now!
This is my favorite look for Elisif. I think a queen who looks more strong and bold is more likely to have the rugged peoples of Skyrim enthuse about her beauty (and give her the title '"the Fair") than an uwu waifu archetype. I mean, to each their own... but how will you win the civil war if your cheekbones don't slay?
This is beautiful. It's the most human looking face I've ever seen in any Elder Scrolls game. AND - she's an adult, not an eight-year-old in glamor makeup! I encounter Elisif so infrequently that I don't need an upgrade, BUT I will be following your work. Please create more.
I'm happy with how my Elisif looks already but I just wanted to say I love to see people who can create unique expressive faces with real character. It doesn't take much but most faces you see here look like plastic clones. Even follower packs with the same face copied over several hairstyles and boob sizes -.- So good job and thanks for your work :)
No it's currently an ESP, I just opened it in xEdit it says cant flag it as ESL, I'll need to look further, for now, I think you can merge it with other NPC mods. Sorry about that!
You cannot flag the file as ESL because your Form IDs are greater than the esl format can support. The Creation Kit has its own method of dealing with this, as it is an issue it creates - even if you have a file already flagged as an esl, it tends to create new form IDs as greater values than an esl can support. Basically, esl can only support forms with 3 digits at the END of the form ID (so for a file to be able to be esl-ified, all new forms added by it need to be xx000xxx (.e.g, if I load your mod with only the required mods, the form ids of our records are 06005901 - the 5 is what breaks it).
This isn't your fault, its a nonsensical behavior of CK creating forms greater than the base value by default even with plugins that only contain a handful of records. Both the CK and xEdit contain methods to compact forms to allow the file to be esl-ified. As this changes form IDs, it should be approached with caution on any mods that contain external file references based on forms (scripts that reference form IDs, facegen data for npcs added by the new plugin, voice files added by the new plugin, etc). Also, esl-flagged files have several limitations that make them "worse" than non esl-flagged plugins. Your mod adds three, non form-id referencing records so these issues are irrelevant.
Going back to compacting the form IDs - as with anything that can be done in both the CK and xEdit, it is 100 times easier to do it in xEdit. To compact, right click the plugin name and select COMPACT FORMS FOR ESL. This will change the form IDs for the three head parts you've added. Once these forms have changes, you can flag the file as ESL in the file header to turn it into an ESP-FE.
The main advantage to doing this in xEdit is that xEdit will automatically update other references to those forms outside your plugin to match the esl-ified file. It's pretty nifty, though doesn't automatically support external files that reference forms like voice files (there are xEdit scripts to handle some of these).
Sorry if I gave you more information than you needed. I hope this is helpful!
Unrelated "issue." Your mod has unnecessary dependencies, I would clean those in xEdit by right clicking the file name and selecting CLEAN MASTERS. They won't hurt anything, but they aren't needed for the plugin.
Also, you used the default femalebrowshuman08 head part - this should work if you manually sculpted it, but generally you should use the High Poly Head equivalent (00klh_femalebrowshuman08) to not require sculpting and to ensure that the face animates properly. I haven't test in game but if you've sculpted it as it seems you have based on your screenshots, it should be fine.
Finally, your mod is not "standalone" to High Poly Head and requires it as a dependency. I prefer this and think this should be best practice as anyone wanting High Poly Head and Expressive facegen morphs needs to just download the mods already and not use unnecessary duplication in NPC plugins. However, you should list High Poly Head as a requirement here on the Nexus as the way you implemented it both requires the plugin as a master file but elisif's face will require the tri files included in an expressive facegen/HPH installation or else it will not work.
Finally, a recommendation for best practice when making face mods with racemenu (or any mod that doesn't require quests, new dialogues, script compiling, or cell/navmesh editing) - ditch the CK entirely. It'll save you some time, and once you get accustomed to xEdit it is far easier.
Thanks a lot for the informations! It's really helpful, I'm adding HPH as requirement now and will try to follow your suggestions and change the files tomorrow. And yes I have smoothed out the brow area in the racemenu's sculpt tab, it was clipping a bit. Thanks again, I am really new to making npc mods any tips is great for me!
im about to merge this with my All in one, this replacer is freaking awesome :) I didn't realize this was from you(got the amazing edith preset) Good work!!! :D
41 comments
Hi! This is my first NPC replacer, thanks for all the kind words I have received!
If you want to have her as a your player character instead, I'm sorry that I have accidently overwritten the save in which I created her, her appearance reverted back to several saves before, and lord knows how many sliders I've adjusted since then and I've done some sculpting on top it as well... What you can do is upack this mod file, change the name of the nif file in meshes>actors>character>facegendata>facegeom>skyrim.esm into something else, and put it in SKSE>plugins>chargen, do the same with the tint mask. You can load the nif in RaceMenu's sculpt tab I think! Don't forget to check the description for all the mods that make her look exactly like my screens.
That's it for now!
If not can you make it so that we can spare a load order spot !
This isn't your fault, its a nonsensical behavior of CK creating forms greater than the base value by default even with plugins that only contain a handful of records. Both the CK and xEdit contain methods to compact forms to allow the file to be esl-ified. As this changes form IDs, it should be approached with caution on any mods that contain external file references based on forms (scripts that reference form IDs, facegen data for npcs added by the new plugin, voice files added by the new plugin, etc). Also, esl-flagged files have several limitations that make them "worse" than non esl-flagged plugins. Your mod adds three, non form-id referencing records so these issues are irrelevant.
Going back to compacting the form IDs - as with anything that can be done in both the CK and xEdit, it is 100 times easier to do it in xEdit. To compact, right click the plugin name and select COMPACT FORMS FOR ESL. This will change the form IDs for the three head parts you've added. Once these forms have changes, you can flag the file as ESL in the file header to turn it into an ESP-FE.
The main advantage to doing this in xEdit is that xEdit will automatically update other references to those forms outside your plugin to match the esl-ified file. It's pretty nifty, though doesn't automatically support external files that reference forms like voice files (there are xEdit scripts to handle some of these).
Sorry if I gave you more information than you needed. I hope this is helpful!
Also, you used the default femalebrowshuman08 head part - this should work if you manually sculpted it, but generally you should use the High Poly Head equivalent (00klh_femalebrowshuman08) to not require sculpting and to ensure that the face animates properly. I haven't test in game but if you've sculpted it as it seems you have based on your screenshots, it should be fine.
Finally, your mod is not "standalone" to High Poly Head and requires it as a dependency. I prefer this and think this should be best practice as anyone wanting High Poly Head and Expressive facegen morphs needs to just download the mods already and not use unnecessary duplication in NPC plugins. However, you should list High Poly Head as a requirement here on the Nexus as the way you implemented it both requires the plugin as a master file but elisif's face will require the tri files included in an expressive facegen/HPH installation or else it will not work.
Excellent face btw.
And yes I have smoothed out the brow area in the racemenu's sculpt tab, it was clipping a bit.
Thanks again, I am really new to making npc mods any tips is great for me!
I didn't realize this was from you(got the amazing edith preset) Good work!!! :D