If think you found a bug: read this article. All useless bug reports will be linked back to this article and closed with no other reply.
I am not responsible for any weird faces with Face Discoloration Fix (or similar mod) installed. If my NPCs are regenerated, their designs will be completely lost. I strongly recommend against using it if you do not understand how it works.
If you have found an incompatibility, report it on the Forum tab.
Hi, EasyNPC counts RS Children Overhaul and this patch as suspicious masters. Any idea why or if it is just an error with their mod? I'm new to EasyNPC so not sure if it is a critical problem or one of those warnings you can ignore.
After experienced an issue that some kids didnt wear clothes anymore i found out that it's a problem with beyond reach. tried your mod and it did fix that. thx a lot for this!
There has been one for a long time on the original mod page RS Children Overhaul. But because of the updates to BS Bruma, it is broken. Here is an up to date one:
Would you be willing to give some rough steps on how to make patches for RS Children? The one thing that prevents me from using that mod is that all mod added children require patches, and there are mods in my LO for which none exist. I don't need a full walkthrough, just a nudge in the right direction, and I can probably figure out the rest on my own.
It kinda depends on how in-depth you want to go with the design process. For the basic way: 1. You need to flag the RSChildren.esp as an ESM in xEdit (as well as the mod you're patching for if it isn't.) 2. you need to either unpack the RSChildren.bsa and RSChildren - Textures.bsa or add them to the sResourceArchiveList in creationkit.ini 3. load up them all in the creation kit. Be sure you have both the RSChildren plugins 4. Find and edit the kids how you want, save patch. (Ck should automatically created FaceGen files, though you can create them manually by finding the NPC by looking under Actors ->[their race]->Male/Female, clicking their name, and hitting F4.)
If you want to go more in-depth (with better sliders and options for overlays,) you can design the kids using the playable version of RS Children and make and export their faces from RaceMenu, but it is quite a bit more complex.
Spoiler:
Show
While designing, you have to keep track of their skin tone, weight, eye color, hair style, hair color, and eyebrow type. After designing and exporting their heads through RaceMenu (you find them wherever the game exports your SKSE data to - by default the override in MO2.) I like to take the meshes and textures folders and keep them on my desktop for easy access. Be sure to label them something like 'RM export.'
Then you do all that stuff from earlier to finally open up the CK. Edit each NPC to match the characteristics you kept track of and save. Find where the CK exported the meshes and textures to (could be the default or sometimes the plugin itself.) I would move them into my mod folder, in the whatever the correct file structure is.
There are probably multiple ways to do this next part, but this is how I learned to: You need to backport both sets of meshes using SSE Nif Optimizer (check 'HeadParts' and 'LE', and point the tool's path to whichever folder you want to start with.)
Use NifMerge?, drag n drop the RM-generated face on the left and the CK-generated face on the right. Hit 'match by vertex', make sure you have all checkmarks, and double check that everything is matched up correctly (sometimes Hair and Hairlines like to get mixed up.) Merge.
The nifs you want are now wherever you put your CK exports. You need to run NifOptimzer again on this folder (check 'HeadParts' and 'SE' this time) to port them back to SE. If you didn't leave the CK-generated faces in your mod folder, put them back in your mod, making sure you have the correct file structure. Now, move your RM-generated face textures into your mod files and let them replace the CK-generated ones. This also works with non-RS Children npcs as well.
19 comments
I am not responsible for any weird faces with Face Discoloration Fix (or similar mod) installed. If my NPCs are regenerated, their designs will be completely lost. I strongly recommend against using it if you do not understand how it works.
If you have found an incompatibility, report it on the Forum tab.
Re IgnotusP's comment: To my knowledge, Easy NPC doesn't handle children in its most recent versions.
Thanks!
https://drive.google.com/file/d/1dek1_4-iMkfgjI5FHM2H6GkaaMNk6Jti/view
For the basic way:
1. You need to flag the RSChildren.esp as an ESM in xEdit (as well as the mod you're patching for if it isn't.)
2. you need to either unpack the RSChildren.bsa and RSChildren - Textures.bsa or add them to the sResourceArchiveList in creationkit.ini
3. load up them all in the creation kit. Be sure you have both the RSChildren plugins
4. Find and edit the kids how you want, save patch.
(Ck should automatically created FaceGen files, though you can create them manually by finding the NPC by looking under Actors ->[their race]->Male/Female, clicking their name, and hitting F4.)
If you want to go more in-depth (with better sliders and options for overlays,) you can design the kids using the playable version of RS Children and make and export their faces from RaceMenu, but it is quite a bit more complex.
While designing, you have to keep track of their skin tone, weight, eye color, hair style, hair color, and eyebrow type.
After designing and exporting their heads through RaceMenu (you find them wherever the game exports your SKSE data to - by default the override in MO2.) I like to take the meshes and textures folders and keep them on my desktop for easy access. Be sure to label them something like 'RM export.'
Then you do all that stuff from earlier to finally open up the CK. Edit each NPC to match the characteristics you kept track of and save. Find where the CK exported the meshes and textures to (could be the default or sometimes the plugin itself.) I would move them into my mod folder, in the whatever the correct file structure is.
There are probably multiple ways to do this next part, but this is how I learned to:
You need to backport both sets of meshes using SSE Nif Optimizer (check 'HeadParts' and 'LE', and point the tool's path to whichever folder you want to start with.)
Use NifMerge?, drag n drop the RM-generated face on the left and the CK-generated face on the right. Hit 'match by vertex', make sure you have all checkmarks, and double check that everything is matched up correctly (sometimes Hair and Hairlines like to get mixed up.) Merge.
The nifs you want are now wherever you put your CK exports. You need to run NifOptimzer again on this folder (check 'HeadParts' and 'SE' this time) to port them back to SE. If you didn't leave the CK-generated faces in your mod folder, put them back in your mod, making sure you have the correct file structure. Now, move your RM-generated face textures into your mod files and let them replace the CK-generated ones.
This also works with non-RS Children npcs as well.
If you have any questions, feel free to hmu