Skyrim Special Edition

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ThreeTen and Martimius

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Martimius

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  1. Martimius
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    Hey everyone, I know that this tool may have some flaws as a bunch of people have reported bugs or issues with it. I also am aware that it could be coded for better compatibility with other mod managers such as Vortex (as well as other games like Skyrim VR).

    My knowledge of xEdit scripting language (Pascal) is rather limited, and I've got my hands full at the moment with developing my Serana Dialogue Add-On mod, so if someone else more knowledgeable in Pascal could help me maintain/bugfix NPC Visual Transfer, I'd greatly appreciate it.
  2. Squintdawg
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    For Those trying to update Skyrim VR: From u/Shizof on this reddit thread: https://www.reddit.com/r/skyrimvr/comments/8ovvp2/anyone_know_how_to_get_npc_visual_transfer_tool/?utm_content=title&utm_medium=user&utm_source=reddit

    Ok, I tried it for you. You don't need to copy skyrimSE.exe or anything like that. You need to use SSEVREDIT which is dev version but it works(You need to rename Tes5edit.exe to TES5VREdit.exe to activate VR version: https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/

    Also after that you need to replace NPCVisualTransfer.pas file that comes with the mod with my modified file to remove version checks. I just removed the version check: http://www.mediafire.com/file/72ouoe4bc93ze4w/NPCVisualTransfer.pas
    1. Martimius
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      Good to know! Though, this port is unsupported as I currently do not own TES5VR, and the current xEdit for it is still in it's early stages, I'll sticky this post so that all who use VR could see it.

      As far as the modifications done to the VR .pas compared to my original SSE .pas, I can't imagine the changes made would be any harm as to how the tool works, so it should be perfectly fine to use.
  3. Martimius
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    FAQ


    The script won't run

    Make sure you've installed all the script files into the xEdit folder correctly, and that the xEdit version you're running is the correct one.
     
    My NPCs have a black face

    Something is winning the conflict with the NPC Visual Transfer. Ensure that all mesh/texture FaceGen files from the tool overwrite any and anything else, and the generated plugin does the same (you can check via xEdit).

    Your mod is making me CTD!

    Nope, it isn't. It most likely is another mod in your load order or a faulty source FaceGen mesh.


    Can this tool be made to change the appearance of the player?

    No, this tool only changes NPCs. Player FaceGen is handled differently. Use Racemenu's head import feature.


    Nothing worked.

    Did you read and follow all of the instructions (for your respective mod manager) correctly? Is the latest xEdit version installed?
  4. Martimius
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    IMPORTANT for MO2 users who have the latest version (2.2.2):

    Due to recent changes there have been changes in how the program reads MO profiles. This was supposed to be an improvement, but sadly there have been side effects like some xEdit scripts (my tool included) not running due to the 993 @ByteArray error.

    To circumvent this for now (until MO2 has another update) find your ModOrganizer.ini and do this.

    Edit it in notepad and change selected_profile=@ByteArray(name) to selected_profile=name. This is just a temporary change. If you change profiles in MO, you'll have to redo it.

    Some other users have also reported using the 3.2.1 version of SSEEdit solved their issues with the tool. If the tool doesn't seem to work (regardless of mod manager) try doing this.
  5. Deo088
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    -- VORTEX USERS – Skyrim VR and SSE

    I’ve had a lot of confusion trying to set this up… Sometimes it worked, sometimes not with followers, and sometimes it just reopens the
    window when I click transfer without generating the VNPC_Data folder.
    In the end however I managed to figure things out and it works 100% of the time now so here is my process step by step:
     
    1.     Extract all files in SSEedit\Edit Scripts
    ?a.     FOR Skyrim VR users – see “Squintdawg”post in the pinned posts above how to run SSEedit for VR and replace the
    ?NPCVisualTransfer.pas with the one provided by him.
    ?b.     Note that I’ve achieved all this in Skyrim VR, but it should be the same for SSE after this step.
     
    2.     Run SSEedit and click OK.
    3.     After that right click at any plugin and select Apply Script.
    4.     Select NPCVisualTransfer and OK.
    5.     When it asks if you use mod organizer, select (Yes).
    6.     For Both questions for folder location select Vortexmods\skyrimvr (or wherever you have your Vortex mod staging folder)
    7.     For the .esp file name type whatever you like, but I personally stick with NPCVisualTransfer for consistency
    8.     Close all of SSEedit and it should inform you that the esp is now created and click OK.
    9.     Go to Vortex Plugins and find the esp, enable it and change its priority group to High Priority and then click “Sort Now”. It should
    ?be above any other NPC adjusting mod.
    10.  Run SSEedit and then right click and SELECT NONE before clicking OK!! Select only the follower mods you want to use for NPC replacing AND the NPCVisualTransfer.esp created in point 7. then click ok. Took me a while to figure this one out...
    11.  Choose the required NPC source and transfer target and close all after finished.
    12.  VNPC_Data should be generated at the Vortex mods folder, but restart Vortex for it to show up and then enable it, overwriting
    any other mod if asked.

    TO RESET SETUP, FIND AND DELETE npcvt config.INI IN GAME FOLDER
    1. khamseen
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      Thanks for this! These instructions were super clear and helped me get it running with Vortex nice and quick. 
    2. oneone1111
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      I agree. These instructions were very clear and very specific. Finally got the tool to work properly with Vortex. Thanks for your help. Also please sticky this post.

      Edit: You may need to deploy your mods after the transfer so Vortex can reestablish the file path. (If you get a pop up asking which file to use pick use newer file.) Hope this helps anyone having issues.
    3. Martimius
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      Looks like I'll sticky this now. Thanks for figuring this out.
  6. reorick
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    when im clicking transfer nothing happens 
    1. Aerothick
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      Same for me. I can't complete step 3 because of that.
      EDIT: Ok. So I can transfer NPC only when both of them are not from mods. Which is pointless.
      It also saved VNPC_Data folder to MO2 original folder instead of AppData/Local/MO2
  7. AyseKayali
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    Is there a way to use this with a Proteus made characther? I made my own NPC look to replace with an existing NPC but there aren't even any save files I assume player characthers can't be used? 

    If not, it would be a great idea for a new tool.
  8. Bambitazzilla
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    Would this also work if i wanted a replacer mod to also be added to the targeted NPC 
  9. davinlin
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    MO2
    A Probable Solution to Korean Followers/ESL flagged/High Poly Head TRANSFER PROBLEMs

    I'm not a native English speaker. If there is anything you do not understand because of my words in this article, please leave a comment.
    Read the Instructions for MO2 users in description page before you start!

    1.open SSEEdit and deflag the face .esl (if the mod is esl-flagged)

    2.close SSEEdit and save the face mod (check the mod)

    3.open SSEEdit and do the transfer process. Now you have three .esp :1.origin (the one's face to be changed) 2.face 3.new (produced from the transfer)
    4.close SSEEdit and refresh left panel(or reopen MO2). You can see a "VNPC_Data" folder in the left panel. Rename the folder and then move the new.esp in Overwrite to this folder.

    5.Check all three .esp in the right panel(plugins panel)

    6.open SSEEdit and do the tranfer process AGAIN with ALL THREE .esp.

    7.The transfer process will be skipped to select the followers. Now be careful, you need to choose face.esp on the left as usual, but to choose the new.esp NPC ID on the right (you have two same ID here. pick the ID from the new.esp)

    8.close and save SSEEdit, and refresh left panel(or reopen MO2). You have a new "VNPC_Data" folder thus there are three folders after above steps. Check them all.

    9.Uncheck the origin.esp and the face.esp. Check only the new.esp. Done.
    1. liyu0504
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      May I ask a question please?Sorry for my English,I am not a native speaker too.

      I always failed at step 7 , [The transfer process will be skipped to select the followers. ] you said , but it didn't work for me, I just got to creat esp file As usual,nothing be changed.

      Do you have any idea? Maybe it's about MO2/skyrim/sseedit version? Could you told me your version?
      Thank you for your help!
      ---------------------------------------------------------
      Use mo2 2.2.1 + sseedit 4.0.3 + skyrim AE , finally successed!
      hope this information can help other people.
    2. aa903061825
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      Thank you! I studied for a whole day, and after following the operation, it was fine! grateful!
    3. syentism
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      This worked! Thank you davinlin. I used MO 2.4.4, Skyrim 1.5.97, SSEedit 4.0.3. Honestly this should be pinned.

      To clarify:

      • You'll need to create a new patch every time you want to transfer a new visual to a new mod. Unlike the original mod page's instructions where you keep everything in 1 patch. 
      • in Step 9: You don't uncheck the "origin.esp." That's incorrect. The new.esp has the origin as a master... so that's a typo. You will have 2 esps you must keep in your load order after the process is done. 
      • You must DEFLAG all ESL's, no matter if face source, or face destination. After doing the process, you can re-flag as ESL (don't recompile formIDs again if it already was ESL). Then, you can flag the new.esp as ESL (run the script to check if it doesn't need compacting). Ideally, and often, you just manually flag it without compacting." 
      • if you receive the error during step .6, "Exception in unit NPCVisualTransfer line 993: [EFOpenError] Cannot open file"  that means you just have to delete "npcvt_Config.ini," wherever that is stored (overwrite, or maybe you moved it to "VNPC Data." Delete every instance of it. You'll need to re-do the starting configuration of VNPC again, and select the same new.esp you created during step 3.
    4. IamPrettyUgly
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      Thanks! Removing the esl flag worked for me on 4.03
    5. CYLCPLMZ
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      Thanks a lot! It worked.
  10. nadienunca
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    Hi! I need help please; I keep on getting the "invalit type of argument in call to function" error when trying to use the tool. I have removed the ESL flag. I repeat: I HAVE REMOVED THE ESL FLAG. I even flagged the esp as ESM as someone else sugested but no matter what I keep on getting this error, which renders this tool useless as all followers are espfe these days. Any ideas, anyone? thank you very much!
    Im using SSEEdit 4.0.4
  11. syentism
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    Although this DOES work (albeit tediously, using davinlin's workaround found a few comments down), I have found that using Proteus is highly preferable, as it allows you to apply RaceMenu presets to NPCs in-game (!!!). Works flawlessly for me on a 2600+ mod Nolvus-based modlist.

    With Proteus, you use an in-game power to save your player character's visuals (which you can edit entirely in regular RaceMenu) to a preset, then apply the preset to any NPC, and it saves the facegen and textures to a new file which ends up in your MO2 overwrite folder, that persists between saves and even after you reload a previous save to revert the RaceMenu changes you made to your main character. And ALL this happens IN-GAME!

    Caveat/Warning: All NPC visual edits with Proteus are permanent, as in it edits your game files. You can always reapply different presets, but reverting it is challenging, albeit still possible. 

    Just wanted to throw this suggestion here. Grateful for this mod and it remains the only option if you must transfer NPC visuals from one NPC to another, if not a racemenu preset. 
  12. faiserekkar
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    this seems pretty cool. can i use this with custom in-game npc's that ive made?
    i have my mods saved in nolvus (separate folder from the game) mod kit. the npc i am trying to change is actually an npc that i coppied in-game using the console commands to replicate a character and teleport them to you. unfortunately, i dont remember which character so thats all the info i got hahah xD
    simplified: can i use tool on npc clones created in-game using cons cmd?
  13. sbvb
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    Edit: It does still work with SSE edit 3.2.1 with MO2 and SSE 1.6.640. For me I had to use the word Default in the .ini for MO2. It now reads selected_profile=Default and that worked.
  14. Sheral
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    Hello,
    I my trying to make it work, but after the transfer panel opens to select which NPC to transfer, if I select and push the Transfer button, it loads for 1sec then nothing happens and the transfer panel reopen. Regardless of who I want to transfer to who same result. I know there should be a second panel to choose if I want to transfer inventory, but that panel never show up. I am using SSEEdit 4.1.5 and the related .esp file is at the bottom of the load order.
    I am not sure how should I troubleshoot, is here anyone with similar issue or with an idea what should I try?
    1. oneone1111
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      Too many variables could cause this mod to cease functionality. I can say that it works for me and I'm using game version 1.5.97 with best of both worlds downgrade and SSEEdit 4.1.5. I also use Vortex. One thing that has had me hung up in the past was placing the mod in the staging folder. Click on the arrow beside the remove mod button on any existing mod and choose open in file manager. This will point you to your staging folder. If you need to start over just delete the npcvt config. INI in the game folder (not the staging folder).
    2. Sheral
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      Hello, thanks for responding. I am using 1.5.97 as well with NMM. I also tried to place the NVT's files into the SSEEdit's folder, but sadly no difference in the result. I think the SSEEdit is working well so the issue should be with something else. I also tried to remove the config file so I got the option to create a new .esp. Probably I was greedy for using 230 esp without modding experience. The original plan was to use custom voiced but ugly followers, and give them the look from good looking ones, but I was naive to believe it ll works without any issue. Still trying to make it work, I ll test with a non modded Skyrim if the transfer works there or not.
  15. kamisspl1
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    thank you, it works <3