Works as advertised in my game. With the KS hairs, color changes, and HD tintmasks my NPCs are looking amazing and it's much less resource intensive than downloading all the different HPH replacer mods. Thank you.
Calareth from Curse of the Hound Amulet becomes invisible when this is installed in my load order.It maybe i'm just overloaded on overhaul mods. Anyone else seen this
I've seen other posts mention similar issues with NPCs. It doesn't seem to be any particular mod per say, rather the way that BGS set up the game and how it's modded. Usually I've been able to fix my issues with NPCs and HPH simply by moving the .esp/.esl in the load order to launch after my NPC mod list, so that the library from the mod is in place before the mod is called in to the game. Not sure if this would help you as I don't know why you are having the issue, but it may be worth checking that you have your modlist and load order organised so this mod is called after the Curse of the Hound mod, so it can find the NPC data to overwrite.
I tried to use this as a base, and then overwrite it with other replacers, but it doesn't work. I made sure both the mod files and the esp for my replacer loads after your mods, but somehow the NPC looks totally wonky and nothing like the replacer. It works fine immediately once I deactivate your mod.
I think I've somewhat figured out which replacer this works with and which doesn't. This mod basically changes all vanilla Head Parts to HPH.
If you use a replacer or custom NPC that uses its own head part, then it will work with this mod. An example is Toccata Elisif Replacer. Using Xedit, you can see Toccata uses its own head part mesh instead of vanilla.
But if your replacer or follower uses vanilla head parts, then it'll conflict. Check with Xedit.
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Usually I've been able to fix my issues with NPCs and HPH simply by moving the .esp/.esl in the load order to launch after my NPC mod list, so that the library from the mod is in place before the mod is called in to the game. Not sure if this would help you as I don't know why you are having the issue, but it may be worth checking that you have your modlist and load order organised so this mod is called after the Curse of the Hound mod, so it can find the NPC data to overwrite.
The head is replaced by Buggy NPC Replacer
If you use a replacer or custom NPC that uses its own head part, then it will work with this mod. An example is Toccata Elisif Replacer. Using Xedit, you can see Toccata uses its own head part mesh instead of vanilla.
But if your replacer or follower uses vanilla head parts, then it'll conflict. Check with Xedit.