Hello, Pandorable. Thank you for your awesome collection of mods.
Even though I've been modding Skyrim for years, I'm still confused when it comes to overhaulin NPCs appearances as a whole. Take your NPC mods for example: they just affect the character's faces, correct?
But then I already had another overhaul mod installed, called "Jampion NPCs", which overhaul 500 male NPCs. I'm about to start a new save using both your mods, and keeping your version PAN Males ahead on my LO, thus, winning conflicts. Or should I just go ahead and remove Jampion altogether? They do the same thing, you think?
I'd be glad if you could finally solve this answer for me. Thanks in advance, friend. Keep up the good work.
Thank you :) NPC overhauls are quite simple when it comes to load order, they just need to be loaded in a specific way. Below is an image that roughly explains how they need to be loaded. Most (or all, tbh) NPC overhauls can be used together as long as they're loaded as shown in the picture. "Assets" refers to the textures & meshes of each mod, that the corresponding plugin draws its data from. So if you only have my overhauls and Jampion NPCs and want mine to win all conflicts, you do what you've described already and load Jampion NPCs first (both the mod files and the plugin) and then my mods after. If you have patches for any of the mods, load them directly after the mod they're patching - so in this case, if you have any patches for Jampion NPCs, load them before my overhauls.
That's really everything there is to it. Also keep in mind that if you have any NPC overhauls with their files in a .bsa archive, they will always be overwritten by (conflicting) loose files, so make sure you either load your overhauls with .bsa archives before overhauls with loose files or unpack those .bsa archives so you can load them after another mod (I use a tool called BAE for that). It's also a good general rule to place your NPC overhauls late in the load order and mod list - not at the very end, but quite far down in the list.
Hi. I don't know why this is happening but how do I arrange my load order properly when using PanAIO with Bijin ( Bijin npcs, wives and warmaidens )? Somehow I messed up my load order and made both Pan and Bijin change only a few npcs, the rest are still vanilla.
edit: Sorry for my stupidity. I use bijin aio but forgot to untick 3 plugins from bijin npc, wives and warmaidens. Please ignore this one.
Hi, i'm getting a strange problem, some npcs are naked and refuse to equip their armor, i checked their inventory and it seems like some script just keeps giving them armour even if they already have it, i have tracked one of these npcs (Niruin) in SSEDIT and i saw that his outfit record is modified by this mod and has another name, "PAN_Outfit_Thievesguild" while base game record is "ThievesGuildNiruinOutift", could this change be the culprit for my naked npc problem or should i look elsewhere? Thanks in advance.
EDIT: It was my synthesis patch, ignore this post.
Thank you for all the great overhauls! However I'm having issues when using the AIO. I've unchecked all the individul esps and only kept the AIO in MO2 but all the NPCs are having black faces. When I keep all the esps checked and uncheck the AIO, the NPCs are fine. Am I missing something there?
As long as you've followed the installation instructions and you're only unchecking the plugins in the right pane in MO2 (and not the corresponding mods in the left pane), you're doing it right. Likely a conflict with another mod happening, or an outdated patch etc. You could try the face discoloration fix, but I only suggest that as a last resort option
Hello, I have a bug with the Pandorable's hair. I've installed all required Pandorable npc packs, mods enabled and plugins disabled (aside from AIO). While the face morphs do load, the hair does not; all affected NPCs are bald. I looked in xEdit, and the hair mesh "PAN_AiaHair "Nordhair..." doesn't have a corresponding .nif file in the mod folders. All meshes are facegen only, no hair mesh. Only fix I've found is to replace every hair mesh in xEdit. I have KS Hairdos installed, but because every entry it "PAN_..." it doesn't use any other mod. Was there supposed to be a mesh file included in Pan mods for hair?
Edit: I've disabled all mods except Pandorable's and the hair loaded just fine. Must be a mod conflict in my load order.
I was using a wabbajack modlist which included Synthesis as an exe. Running the Synthesis patcher after installing Pandorable's AIO fixed the issue for me
Has anyone successfully run Synthesis to patch the big AIO with the AI Overhaul changes? I've got the 6 "big ones" and the AI Overhaul patches, but the idea of going from 6 esps down to 1 is extremely appealing. But I'm totally unfamiliar with Synthesis currently. I'm wanting to patch so that those AI Overhaul changes get forwarded to the Big AIO so I can bypass all those individual AI O/Pan patches. Willing to do the work (and perhaps upload that patch) if no one else has done this? I've some experience patching in xEdit, but doing the patches manually for all 6 is, well, daunting lol.
Anyone have any good YT videos or reddit guides for using Synthesis? I've got the one located on Nexus, but looking for a more in depth one.
I love how Nexus shows me the patches I need...after I've just spent a few hours manually patching in xEdit. lol I've got AI Overhaul v 1.8.6 for SE and Big AIO v 1.1 patched now. It looks like the already published version of this patch is for AI Overhaul v 1.8.5. unless it will work for the new version. Happy to share the patch I just made with the updated AI Overhaul version if anyone needs it! :)
Hey there. i just had a Question that i was hoping you could help me out with. i wanted to download this mod but i see in the description that it requaires a legendry edition version of the game. will it not work on my Special edition v1.6,1130? im now to modingso i appreciat all your tipps.
Hi, LE (legendary edition) and SE (special edition) are two different versions of the game and they each have a separate site here on nexus. You're in the SE section at the moment, you can see that at the top of the site and also in the URL as they all say "Skyrim Special Edition" while LE will just say "Skyrim". Unfortunately Bethesda has made it really confusing with the AE (anniversary edition, which is a version of special edition) and all the file versions in between - but in general, they're all part of special edition and you can use anything that's uploaded here. This mod does not require legendary edition, but I upload all my mods to both LE and SE and in all my mod descriptions I link to the other version. Meaning that in my SE mods (like this one) I link to the LE version and vice versa, which is a common thing for mod authors to do. I hope that helped clarify :)
These all look amazing! Over the years I have tried a handful of overhauls and so many of them suffer such awful "Same Face" syndrome. Loving the over all aesthetic.
423 comments
Even though I've been modding Skyrim for years, I'm still confused when it comes to overhaulin NPCs appearances as a whole. Take your NPC mods for example: they just affect the character's faces, correct?
But then I already had another overhaul mod installed, called "Jampion NPCs", which overhaul 500 male NPCs.
I'm about to start a new save using both your mods, and keeping your version PAN Males ahead on my LO, thus, winning conflicts. Or should I just go ahead and remove Jampion altogether? They do the same thing, you think?
I'd be glad if you could finally solve this answer for me.
Thanks in advance, friend. Keep up the good work.
"Assets" refers to the textures & meshes of each mod, that the corresponding plugin draws its data from. So if you only have my overhauls and Jampion NPCs and want mine to win all conflicts, you do what you've described already and load Jampion NPCs first (both the mod files and the plugin) and then my mods after. If you have patches for any of the mods, load them directly after the mod they're patching - so in this case, if you have any patches for Jampion NPCs, load them before my overhauls.
That's really everything there is to it. Also keep in mind that if you have any NPC overhauls with their files in a .bsa archive, they will always be overwritten by (conflicting) loose files, so make sure you either load your overhauls with .bsa archives before overhauls with loose files or unpack those .bsa archives so you can load them after another mod (I use a tool called BAE for that). It's also a good general rule to place your NPC overhauls late in the load order and mod list - not at the very end, but quite far down in the list.
You gave me a full lesson right here, Pan. I appreciate the time taken to explain every aspect of modding NPCs, so, thank you. :)
edit: Sorry for my stupidity. I use bijin aio but forgot to untick 3 plugins from bijin npc, wives and warmaidens. Please ignore this one.
EDIT: It was my synthesis patch, ignore this post.
However I'm having issues when using the AIO. I've unchecked all the individul esps and only kept the AIO in MO2 but all the NPCs are having black faces. When I keep all the esps checked and uncheck the AIO, the NPCs are fine. Am I missing something there?
While the face morphs do load, the hair does not; all affected NPCs are bald. I looked in xEdit, and the hair mesh "PAN_AiaHair "Nordhair..." doesn't have a corresponding .nif file in the mod folders. All meshes are facegen only, no hair mesh. Only fix I've found is to replace every hair mesh in xEdit. I have KS Hairdos installed, but because every entry it "PAN_..." it doesn't use any other mod. Was there supposed to be a mesh file included in Pan mods for hair?
Edit: I've disabled all mods except Pandorable's and the hair loaded just fine. Must be a mod conflict in my load order.
Anyone have any good YT videos or reddit guides for using Synthesis? I've got the one located on Nexus, but looking for a more in depth one.
Thanks :)
Unfortunately Bethesda has made it really confusing with the AE (anniversary edition, which is a version of special edition) and all the file versions in between - but in general, they're all part of special edition and you can use anything that's uploaded here.
This mod does not require legendary edition, but I upload all my mods to both LE and SE and in all my mod descriptions I link to the other version. Meaning that in my SE mods (like this one) I link to the LE version and vice versa, which is a common thing for mod authors to do. I hope that helped clarify :)