I noted this on the main MLU page but posting here again. I've updated patches for MLU 2.0b.
1) Facegen data patch, i noticed there was no facegen for many MLU NPCs 2) High-Poly Head patch, for those who have High-Poly'd the entirety of their Vanilla NPCs - this contains all the MLU 2.0b edits along with HP headpart edits and corresponding nifs & textures. This only contains edited Vanilla NPCs.
3) LOtD (DBM) patch updated for MLU 2.0b 4) ELFX - CRF combo patch (if you happen to be using both as I do) 5) 3DNPC patch - (checked against v4.44-4.53) 6) 3DNPC & DBM patch (If you use 3DNPC & LOtD choose this)
7) Elemental Arrows patch 8) Scoped Bows patch ^ these last 2 are subjective but i tried to stay in keeping with the MLU theme
new link to folder here: https://mega.nz/folder/H5Z2wbbB#8I00-g1di8JifoIxR1-nQA
Except the facegen, TBH I don't touch faces ever myself, I'll be reverting any NPC visual changes that deviate from Vanilla by next update so facegens won't be necessary. Busy tonight but soon!
BTW there's a universal blackface bug fix for any mods: https://www.nexusmods.com/skyrimspecialedition/mods/42441
Update and confession: I've never done any cosmetic NPC work myself, leaving that other modders, so I never looked into facegen until now. If I'm understanding correctly, I can just open and resave it in the CK to generate what's needed, which is new facegen for any NPCs in the plugin? Up til now I've just assumed no problems if I didn't make any deliberate cosmetic changes.
Got another update for MLU real soon and I want this issue crossed off the list.
Right. in CK under Actors, ctrl click each of your unique NPCs then hit ctrl+F4 - this will output the head nifs and textures and put them in their respective folders (in your overwrite folder if using MO2 - otherwise they'll end up in the root data folder).
Also, it depends on your CK ini settings. I think by default, it does not overwrite and/or generate facegen data upon saving the esp. (Which is preferable). But you can change that setting in the ck ini. Ctrl+F4 always works though independently. Also the size of the tint mask can be set in the ini. vanilla is 512, I use 1024. etc. It's up to you though how you want to configure it.
Oh one other note: If you run your facegen tint files through cathedral optimizer and select compress textures to bc7 - this will cut the filesize of the facetint by about 75%. Not a big deal since you only have about 12 or 15 NPCs, but it's something I always do.
Will do it as simple as possible, me dumb dumb no learn new thing. Want quick fix no problems. CK just made textures for original MLU NPCs, no meshes, and I reverted any cosmetic changes that aren't just forwarded from USSEP.
I am modding a wabbajack list called AVO NG that is more or less a cosmetic overhaul of Skyrim that you after you download can mod to your liking. One mod that I'm using is Morrowloot Ultimate and I have had a lot of issues with what I think has something to do with AVO NG replacing textures and meshes for vanilla NPCs and then Morrowloot adding NPCs that refer back to the vanilla NPCs with no facegen or facetint files. I just, after many days of serching, found this post and I didn't want to write one earlier as I'm no real modder myself and still not sure what is going on, and with so many cosmetic mods in the list I didn't want to post incase it has nothing to do with Morrowloot itself. I haven't found a patch for this on nexus so just wanted you to know that there might be an issue, but again take it with a grain of salt as I'm no modder myself.
ezfreee's patch from mega didn't help it seems like but I might be doing something wrong or maybe it's beacuse it's for the 2.0b.
Here is the reddit post I made to get some help if it is of any intrest:
I noticed a few inconsistencies in the MLU - Heavy Armory Patch, namely some of the Daedric/Ebony/Glass HA weapons weren't getting the damage buffs added by MLU to the vanilla weapon set. I went over it and made the damage and swing speed changes to the HA weapons to make them more in-line with MLU's changes, and also tweaked a couple leveled lists. EDIT: now updated for MLU 2.0
The patch for legacy of the dragonborn breaks some artifact spawn locations, such as the Fang in Geirmund's Hall and the Ice Blade of the Monarch in the Chill. May also prevent Ebony Gauntlets from spawning in the upstairs of Palace of the Kings. Not exactly sure why, but will update on other non-spawning items as I (don't) find them.
These are also removed on the official patch provided by lotd. Ice Blade of the Monarch is found on Dead Men's Respite on the hands of the final boss iirc, as lotd wants, and has a pretty OP enchantment on it, because its lotd's blade.
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https://www.dropbox.com/scl/fi/dy7k0wrnmvlddbnliyl15/Konahrik_Acc-MLU-patch.esp?rlkey=nkzijfe1s0ntrmxo938pnqzq4&dl=0
1) Facegen data patch, i noticed there was no facegen for many MLU NPCs
2) High-Poly Head patch, for those who have High-Poly'd the entirety of their Vanilla NPCs - this contains all the MLU 2.0b edits along with HP headpart edits and corresponding nifs & textures. This only contains edited Vanilla NPCs.
3) LOtD (DBM) patch updated for MLU 2.0b
4) ELFX - CRF combo patch (if you happen to be using both as I do)
5) 3DNPC patch - (checked against v4.44-4.53)
6) 3DNPC & DBM patch (If you use 3DNPC & LOtD choose this)
7) Elemental Arrows patch
8) Scoped Bows patch
^ these last 2 are subjective but i tried to stay in keeping with the MLU theme
new link to folder here: https://mega.nz/folder/H5Z2wbbB#8I00-g1di8JifoIxR1-nQA
Except the facegen, TBH I don't touch faces ever myself, I'll be reverting any NPC visual changes that deviate from Vanilla by next update so facegens won't be necessary. Busy tonight but soon!
BTW there's a universal blackface bug fix for any mods:
https://www.nexusmods.com/skyrimspecialedition/mods/42441
Got another update for MLU real soon and I want this issue crossed off the list.
Also, it depends on your CK ini settings. I think by default, it does not overwrite and/or generate facegen data upon saving the esp. (Which is preferable). But you can change that setting in the ck ini. Ctrl+F4 always works though independently. Also the size of the tint mask can be set in the ini. vanilla is 512, I use 1024. etc. It's up to you though how you want to configure it.
Oh one other note: If you run your facegen tint files through cathedral optimizer and select compress textures to bc7 - this will cut the filesize of the facetint by about 75%. Not a big deal since you only have about 12 or 15 NPCs, but it's something I always do.
ezfreee's patch from mega didn't help it seems like but I might be doing something wrong or maybe it's beacuse it's for the 2.0b.
Here is the reddit post I made to get some help if it is of any intrest:
https://www.reddit.com/r/skyrimmods/comments/12u8okd/dark_face_neck_seam_but_not_on_overhauled_npcs/
:)
https://www.dropbox.com/s/7uyebi494ujnk7y/MLU_HeavyArmory%20Patch.esp?dl=0
Any official patches that are planned go on the main page and the patches page
https://www.nexusmods.com/skyrimspecialedition/mods/76259
Right now I'm focused on getting all the old patches up to date for 2.0