Skyrim Special Edition

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OregonPete

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OregonPete

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  1. OregonPete
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    Version 2.0 (ESPFE) available!
    I've decided to convert all my mods to ESPFE (ESL-flagged ESP) versions wherever possible. This means these mods will no longer take up a slot in your load order. Please follow the instructions below if you wish to update during a running game. If you're starting a new game, just install and enjoy.

    I've also decided to only offer BSA versions from now on. If you need or want a version with loose files, download the Bethesda Archive Extractor and just extract the files from the BSA.

    To update during a running game:

    • While in the game, create a Full Save (Not a Quick Save).
    • Quit your game to desktop.
    • Disable the old version of Witches and Necromancers in your mod manager.
    • Restart your game.
    • The game will tell you that the OPs Witches and Necromancers - Female Edition.esp is missing and ask if you wish to continue. Just hit Enter (should automatically be on Yes).
    • Create another Full Save (NOT a Quick Save).
    • Quit the game to desktop.
    • Enable the new version of Witches and Necromancers.  
    • Start the game.
    • Create another Full Save.
    • Reload the last save you just created.
    • DONE!
  2. Wererommel
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    Looks interesting, but I need to know if it's compatible with Skyrim SE v 1.5.97.
    1. OregonPete
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      Yes, I only have v 1.5.97 and don't test with anything else. Meaning it should work for you.
  3. Farazon1234
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    OregonPete  You have a novice Fire Mage in Fort Amol Prison with the black face. Just wanted to let you know.
    1. OregonPete
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      Do you have the Ref ID or Base ID? Also, have you checked your build for conflicts?
    2. Farazon1234
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      I have checked and have no conflicts except named NPCs with your mods, which I have already patched and are fine. Sorry I didn't think to get an ID from the NPC Will check but I;m sure the bodies are gone by now. 
    3. OregonPete
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      LOL Okay, you're not making it easy for me. But thanks, Farazon. I always appreciate the feedback, and I'll check it out as soon as I find some space to breathe.
    4. Farazon1234
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      Sorry if I run into anything else I'll get an ID for you.
    5. Farazon1234
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      Ok OregonPete I got a number from console for you.
      Apprentice Fire Mage 0006158F 
      Ok I have to ask why all your Witches have bare feet are your trying to set a new trend?
    6. OregonPete
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      Sorry, Farazon, but is that the Ref ID or the Base ID? Because I can't find her under the Base ID in the CK, and I couldn't find any NPCs in the Fort Amol Prison in the CK (they just have Idle Markers in there, so the NPCs must be placed via script).

      Do you think you could send me a screenshot? Open the console, click on the body, and type setnpcweight 30, or any number actually. That will temporarily get rid of the black face so the screenshot will actually give me a good representation of what she looks like. Also, what race is she? 

      The reason I'm asking all these questions is because these NPCs are leveled, meaning the game can put any one of several NPCs in there depending on the level your PC is at. It's therefore not easy for me to distinguish which NPC exactly you're talking about. Thanks!

      Oh, and the shoes? LOL I did see that some of the hags and witches in Hag's End are barefoot, and some aren't, but I have no idea why. I didn't change their inventory. BTW, you can probably open the console, click on the NPC, and type "resetinventory", and it's possible that will fix the issue. I'll do the same on my end, and I'll check their inventory to see if there's anything strange going on. Do you have any mods that fiddle with NPC inventory? I know I do, and it sometimes leads to strange results.
    7. Farazon1234
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      I was talking about your pictures in the images section. Ok that was the number from console when looking at the dead body I believe she was Breton or Nord not sure and outside of fort. But I will see what I can do when I go back there.
  4. theblackfist
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    I've got some NPCs that show the dark face bug when this is installed (version 1.1). I've tried to use the loose files as well as the BSA version (only had one or the other at any given time installed; never had both versions installed at once).

    It's about 40 / 60 with 40% of the NPCs this mod edits not having the dark face bug and the other 60% having it. I do have KS haridos installed but my version of that is 1.5 (an older version), however I don't think that would be contributing to the dark face at all since that's just hair...

    Here's some sample NPC Ids where the dark face bug is not occurring:

    - 00074f7a
    -00074f7f

    And here's some sample NPC ids where I am getting that dark face bug:

    - 00074f7b
    - 00074f7c
    - 00074f7d

    These are all witch NPCs mind you, however I've seen it with some necromancers too.

    Now ironically, if I disable the .esp in my load order, but keep the face gen files in the meshes and textures folders, I still get that dark face bug. If I turn the .esp back on but remove the face gen files, I still have the dark faces. If I dump the mod entirely, the dark faces go away and it reverts back to how it was before. Again, not all the female NPCs this mod edits have the dark face bug; only some do.

    Thanks for your help and for sharing this OregonPete! Please let me know if you need any other info

    --theblackfist
    1. OregonPete
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      Thanks for this info, theblackfist. Since there are so many NPCs involved, I probably haven't gotten around to checking them all. OTOH, and just to be safe, are you sure you don't have any conflicts? Meaning, none of the meshes or textures are being overwritten by other mods (you can check that if you're using MO2), and none of the NPCs are being overwritten by other NPCs (which you can check with SSEEdit). That said, give me some time to look into it.
    2. theblackfist
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      Thanks for checking on that

      Yeah, I double checked all my mods for any conflicts; activated them all and loaded them into SSEEdit. I only have about 120 mods, so a fairly light load list, but yes, for those three npc Ids I mentioned before as well as all the rest of them, there's no conflicts or anything with a red value to them. Skyrim.esm and your mod were the only 2 using those same npc Ids, so we're good there.

      To be sure, I also went into the face gen folders; checked the skyrim.esm as well as a couple of different mods that may be culprits, but none of those had any files with those problematic npc Ids (nothing called "00074f7b.dds" or "00074f7b.nif" for example). When installing the loose files version, I pasted your face gen files into my skyrim.esm folder and all except for 2 face files were brand new to that folder; those 2 files I overwrote with yours.

      +1 for your help and for looking into this for us!

      --theblackfist
    3. OregonPete
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      So, I finally got around to checking them in my build, but I'm afraid I have no black face on any of them.

      But there are still a few things we could try. For instance, try updating to the most current version of KS Hairdos SSE. I have version 1.9 installed. And I'm afraid having a different version CAN cause the black face bug, depending on how much has changed between versions. The hair is actually one of the things the system checks to see if it wants to gift us those wonderful black faces. 

      I guess the only other thing I can think of is checking to see if any of the FaceGen meshes of those NPCs are being overridden by another mod. The only way I know to check that is with MO2. Use the loose files version to check. There's either a conflict in the ESP, and if that's not it, then it must be in the mesh files. The mesh files have nodes that need to correspond precisely with the names in the ESP, or you'll get that nice black face bug. If you're build is using different FaceGen meshes (i.e. NIF files), then that could be the issue.

      Anyway, sorry I can't be of more help. Let me know if you figure it out. 

    4. theblackfist
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      Got it figured out!!

      My old, version 1.5 of KS Hairdos was the problem. I downloaded the latest version (1.9), re-downloaded your mod, set KS Hairdos above your mod in my load order, and the dark face bug is now annihilated! Since KS Hairs was just that, hair, I didn't think it would also affect the face so much, but hey, it's working flawlessly now

      Thanks again for taking the time to help me out and looking into it!

      Endorsed.

      --theblackfist
    5. OregonPete
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      Great! Glad you figured it out. And thanks for the endorsement!
    6. OregonPete
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      Thanks again, TheBlackFist, for bringing this to my attention. I added the info to the Requirements on the main page so other users don't run into the same issue. 
    7. jensern
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      Thanks. This also fixed my issues!
  5. rquigley99
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    I like your character makeovers [got your bandits, and now your necromancers]. To be honest, I don't think the screenshots you add do them justice. Good work. 
    1. OregonPete
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      Thanks! :) Have you tried the Forsworn Makeover or the NPC Makeover?
  6. Farazon1234
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    Just to let you know you missed Annise's Face Gens.   
    1. OregonPete
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      Thanks, Farazon1234! Actually, I didn't just miss Anise, I also missed the Ritual Master in Wolf Skull Cave.

      The thing is, if you keep any mods in your active mod list in MO2 when you start the CK, and the FaceGen files you're working with already exist in one of those other mods, the CK (or MO2) will put the modified NIF and DDS files in the first mod in the list where it finds the files, even if that mod isn't one of the mod dependencies of the CK. It's a really annoying caveat, but that's exactly what happened in this case. Anise and the Ritual Master wound up in a different mod. When that happens, you have to check all the mods in your active list to see where those darn files wound up. And in this case, it seems I missed a couple. 

      I sure appreciate you bringing this to my attention, and I'll be sure to get a fix out asap!
    2. Farazon1234
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      I have run into the same issue. Since I had to put her Facegens in the right folder myself when I fixed it. I figure better to be help than to complain and as a mod maker myself we are all learning together. 
    3. OregonPete
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      That's a great attitude, Farazon! I hope others will take it as a model of how it should be done.
  7. OregonPete
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    Version 1.2 Available
    Farazon1234 kindly made me aware that two FaceGen NIF/DDS file-pairs were missing: the one for Anise, and the one for the Ritual Master in Wolf Skull Cave. This small update adds the missing files.
  8. Farazon1234
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    Just want to thank you for getting this out.
    1. OregonPete
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      Welcome! Glad you're enjoying it.
  9. crstreeter742
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    Petes mods for females, pandorable males 1 and 2 and the kids all right renewal and pretty much have npcs covered. 
  10. OregonPete
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    Version 1.1 Available
    This version is only a small update: It removes a wild landscape edit, and an "Opposite Gender Animations" flag from a cultist in the Dragonborn DLC. There's an update file available that only updates the ESP in case you don't want to download all the meshes and textures again, since those haven't changed.
  11. LordSpudTheMighty
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    First: good stuff.

    second: Any chance you could set this and the other replacers for non-named NPCs into an "all in one" these are nice but I want to use less ESPs.
    1. OregonPete
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      Glad you like the mod. And yes, I've been thinking of doing some kind of AIO of all my NPC replacer mods, but I still have several I'd like to do (like Guards and Soldiers, Hunters and Merchants, Cultists, etc.), so it might be a while yet. Of course, if you feel inclined to do something like that right now, you're welcome to try. Just let me know, and please credit me if you do it.