Yes. There are two ways: - Manually - With the "EasyNPC" utility
My preference is manually, but it's entirely up to you. EasyNPC is great, but unfortunately it's really hard for me to help people Troubleshoot with EasyNPC and stuff does go wrong.
Here's a guide for the manual way, if you choose to do that.
Step 1) Download NITHI and Bijin's mod manually. Extract them anywhere you like, (eg. Desktop) you can move them to another place later if you want. Copy the .esp files from both of them into your Skyrim Data folder (you can use the Overwrite folder if you are using MO2). For NITHI, the female esp is under "01 Main/women".
Note that I recommend doing Step 2 to Step 4 one NPC at a time.
Step 2) Go into xEdit and load up only NITHI and Bijin. You don't need to load in all of your mods. First go to NITHI and expand the list. Open the tab "non-player actors" and find the first NPC in the list that you don't want to keep. Right click the name, and press "remove". It will give you scary warnings, but just say "Yes I'm sure" - don't worry, if you follow the guide, the worst-case-scenario is that you have to copy the original plugin to your data folder and try again.
Step 3) Now go back to the NITHI mod folder that you extracted, and go to meshes/actors/character/facegendata/facegeom/skyrim.esm/000xxxx.dds. Select the files for NPC's that you don't want, and delete it. Do the same for the folder in NITHI: textures/actors/character/facegendata/facetint/skyrim.esm/000xxxx.dds
Step 4) Repeat same as above for all NPCs in both mods (NITHI and Bijin). When you are finished, save the Plugins and close xEdit.
Step 5) Find the Plugins in your Data (or Overwrite). You will put them where you first took them from - the mod folders you extracted earlier. It needs to be in the same place. Let it replace the old Plugins with your edited version. Let me stress again, do not rename the plugins. It will break stuff.
Step 6) Now you can zip the mods and install them. The FOMOD installers should still work as usual, it just won't install the NPC's you removed.
And now you have a custom version of each mod that works without any conflicts :) I suggest backing them up somewhere so that you never have to do all of that again. Merging them is totally option, I prefer to keep them separate.
Pinning this post - I hope this helps you or someone else :)
I'm currently working on updating all my mods to give the option for the Vanilla Hair remake - smp wigs. I'm not sure if I will do that for the static vanilla hairs, or maybe do it later down the road. Unless I use wigs, it will be a pain to reexport every head again :')
Hello i would like to ask regarding Balgruuf in my gameplay he looks like a better version of his vanilla looks and he doesn't look like in the image here in the mod. I already check in EasyNPC and its already set to NITHI's i'm not really sure how to fix it
-Are there any mods or patches loading after NITHI Whiterun? -If using MO2, is there anything in the overwrite folder that could affect it? -If using vortex, is there anything in the data folder that could affect it (or shouldn't be there)?
There's 4 mods overwriting the mod but it doesn't cover Balgruuf, It's Been unending replacer, and a single npc replacer for Janessa, Olfina and Lydia.
Hmmm. It seems that there is something else interfering (none of the ones above). I did a test for Beef Unending:::
- I restarted my modlist a few days ago. AE, newest steam version ( I don't think it should matter for these particular NPCs, they are the same across all versions iirc) - The only other mods I have installed are gameplay bug fixes, SKSE and a handful of utility plugins (I haven't touched anything about NPCs aside from script fixes for some behaviours like eating). - I loaded NITHI Whiterun, then Beef Unending afterwards. Balgruuf is loading in as intended:
https://i.ibb.co/BzB9CSx/Screen-Shot0.png (His beard is a bit dark in the vanilla lighting, I need to fix that for sure, but thats easy peasy)
The other NPC mods shouldn't be doing it either, standalones generally don't touch anything (didn't test but browsed the files, nothing in there looks like a problem)
A patch for something else random could do it, if its in any way related to Balgruuf and loads after my mod, or an SKSE script that distributes a fix or appearances. Getting LOOT and/or xEdit might help identify what is happening.
Hi @nightmarezone Thanks for helping me looking and trying to fix the issue so actually i tried some checking in my side and i believe the issue is not with your mod i'm sorry about that. There might be some patches that affect any changes with balgruuf.
look at this lad not only creating mods but being generally helpful to all users.. wow.. admirable. I could never put up with the support it's too much for me. haha
Nightmarezone is one of the most genuinely sweetest, kind and helpful authors on Nexus. She may not always be available, but she is super helpful when she is.
Aaaaw shucks! Thank you for your kind words - I try, I know the frustration of "WHY WONT IT WORRKKKK FOR MEEEEE" and I don't wish that on anyone, not even Nazeem :)
Does this work with NPC replacers? I have 2 NPC replacers and only them are missing head (mouth and eyes are there). I have the 2 NPC replacers overwrite this mod.
It does work with other NPC replacers if everything is set up correctly. Missing mouth and head usually means that the facegen files (000xxxxx.nif) don't match the last loaded plugin that edits that specific NPC.
It can happen for a range of reasons, but most commonly is that there is an NPC-related esp which is partially overwriting the changes made by your NPC replacers esps. Anything that edits NPC records in general can do this - not just appearance mods.
For example, say I want to change Lydia's stats or behaviors, but with a specific NPC replacer for her appearance. In order to have both the stats and the appearance, I would need to create a simple patch which gives her the stats AND matches the appearance details in the .nif file for Lydia.
I'd recommend using something like xEdit to check for conflicts and go from there.
Is it just me, or are these the most realistic and pleasing faces on the nexus? Will there be a Vanilla hair remake version (HDT SMP) in the future, or can we not wait?
If anyone wants to patch in HDT SMP hairs, they are welcome to, I don't have any plans for this in the future. Only request is making my mod a requirement.
Someone is also welcome to do a vanilla hair remake if they can figure out how to do it without me having to re-export all of the heads again (making the hairs into hats in CK would work, probably, although I can't promise some of them won't have weirdly large or small foreheads with the vanilla hair)
Yea, i used first time the Vanilla HDT SMP hair remake NPC overhaul and since them, i cannot use any other NPC overhauls without SMP hairs, yes, the faces looking better and amazing in this Nithi NPC Overhaul truly next gen level, but this static hairs are now so outdated, its realy weird to have top notch NPCs with ugly static hairs.
There are many fantastic SMP hairs out there, and i realy hope it becomes a standart for NPC overhauls to use SMP hairs, because Faster HDT SMP works so great, is high polish, and there is absolutly no reason to not use it in 2024. I mean come on, we use Parallax Occlusion, Complex Parallax, high Poly heads and objects, SMP clothes and lots of other amazing next level top notch mods, but our NPCs have no SMP hairs, thats a little bit shamefull ^^
When im standing with Lydia on the top of the world, taking a look in to the distance and the hairs are blowing in the wind, is truly a great thing ;)
nah i have many going on.. it's 2024 but this is still skyrim. I prefer static because i don't mind it and couldn't care less for my system spending more to simulate hair physics because it can put that work to good use somewhere else
anyone know the facegen file name/code for uthgerd so i can remove it and use a different face, just end up with floating eyes and mouth if i delete on xedit and use another one
You'll need to do 3 things: -replace the facegeom and face tint in the file to the uthgerd that you want to use -edit the mesh in nifskope so that the parts are written the same as the esp -change the character in CK or xEdit (eg skin tint)
Alternatively (the easier way), if the Uthgerd replacer you want o use is standalone, you can make it load after my mod and it should overwrite. Or make it standalone. You can remove Uthgerd from my mod if you want too. If you're using vortex, it might pay to clear the facegen folders of Uthgerd and then redeploy everything
Thank you so much, I'll give this a try later after work, and in regards to load order, I'm using northbourne whiterun but I've removed all but the companions and other NPCs not included in this mod, if I load that after this one it bugs out but loading nithi after northbourne works fine with all NPCs, just needed a way to change uthgerd to use her face from northbourne without sacrificing everything else I've done to get both mods working together, I appreciate the response and help
Oooh. I see. If it was me, I would just clone the mod that contains the version of Uthgerd that I want. Then from the clone, remove everything else in the file that isn't uthgerd-related, same in the esp, and try to load it last to overwrite NITHI.
Failing that, next best thing is removing Uthgerd from NITHI esp, as well as the face gen. Assets should be fine left alone. A save cleaner might be good too in case the weight values are different and she gets a neck seam :)
Legend thank you, so if I remove uthgerd facegen and what else would I need to remove so I don't get floating eyes and mouth? I understand xedit enough to remove her from nithi mod so I don't get conflicts, and niskope but not used CK cause it bugs out on me, Again really appreciate the messages back
It works great now no issues, thank you so much for your help and support, gotta say your NPC replacers are all in my load order and think they're amazing, one or two NPCs I've changed to use other faces but majority is from your mods, amazing work, thank you again 👍
Aeeeeey so glad that it worked out! I think its great to mix and match mods so that the characters feel "right", you know what I mean? Especially if they are a favorite.
Ooh. Also, a quick and easy way to get the Base IDs without hunting is open Google and type "(NPC name) Skyrim" and usually the UESP Wiki page comes up in the first few results. On there is a table on the page with NPC data on it. It's much more convenient than having to launch Creation Kit or xEdit ^^
I know what you mean, sometimes you have a vision for certain NPCs and it's great when you find ones that just look like that's how they were always meant to look in your vision, and ah awesome thanks for the tip, and I appreciate the help, only started modding at the beginning of the year, spent the last 10 months building my modlist, funny thing was I only went to whiterun to test out a new armor I'd given to some NPCs and noticed sat at the table uthgerd with floating eyes and no face lol glad to have fix it and to have a better understanding on how to make things work. This community is a god send tho so thank you for the help and the great mods, good luck with fixing your own modlist and getting it sorted
481 comments
I struggle to keep up when they are in the comments.
Thank you kindly ♡
-NMZ
- Manually
- With the "EasyNPC" utility
My preference is manually, but it's entirely up to you. EasyNPC is great, but unfortunately it's really hard for me to help people Troubleshoot with EasyNPC and stuff does go wrong.
Here's a guide for the manual way, if you choose to do that.
Step 1)
Download NITHI and Bijin's mod manually. Extract them anywhere you like, (eg. Desktop) you can move them to another place later if you want. Copy the .esp files from both of them into your Skyrim Data folder (you can use the Overwrite folder if you are using MO2). For NITHI, the female esp is under "01 Main/women".
Note that I recommend doing Step 2 to Step 4 one NPC at a time.
Step 2)
Go into xEdit and load up only NITHI and Bijin. You don't need to load in all of your mods. First go to NITHI and expand the list. Open the tab "non-player actors" and find the first NPC in the list that you don't want to keep. Right click the name, and press "remove". It will give you scary warnings, but just say "Yes I'm sure" - don't worry, if you follow the guide, the worst-case-scenario is that you have to copy the original plugin to your data folder and try again.
Step 3) Now go back to the NITHI mod folder that you extracted, and go to meshes/actors/character/facegendata/facegeom/skyrim.esm/000xxxx.dds. Select the files for NPC's that you don't want, and delete it.
Do the same for the folder in NITHI: textures/actors/character/facegendata/facetint/skyrim.esm/000xxxx.dds
Step 4) Repeat same as above for all NPCs in both mods (NITHI and Bijin). When you are finished, save the Plugins and close xEdit.
Step 5) Find the Plugins in your Data (or Overwrite). You will put them where you first took them from - the mod folders you extracted earlier. It needs to be in the same place. Let it replace the old Plugins with your edited version. Let me stress again, do not rename the plugins. It will break stuff.
Step 6) Now you can zip the mods and install them. The FOMOD installers should still work as usual, it just won't install the NPC's you removed.
And now you have a custom version of each mod that works without any conflicts :) I suggest backing them up somewhere so that you never have to do all of that again. Merging them is totally option, I prefer to keep them separate.
Pinning this post - I hope this helps you or someone else :)
will there be a patch for Serious Civil War Consequences for Jarl Balgruuf
issue: Hrongar has still a vanilla face and vanilla hair makes him bald :D
ty, love your modsss
Great mod nevertheless, 11/10!
-Are there any mods or patches loading after NITHI Whiterun?
-If using MO2, is there anything in the overwrite folder that could affect it?
-If using vortex, is there anything in the data folder that could affect it (or shouldn't be there)?
- I restarted my modlist a few days ago. AE, newest steam version ( I don't think it should matter for these particular NPCs, they are the same across all versions iirc)
- The only other mods I have installed are gameplay bug fixes, SKSE and a handful of utility plugins (I haven't touched anything about NPCs aside from script fixes for some behaviours like eating).
- I loaded NITHI Whiterun, then Beef Unending afterwards. Balgruuf is loading in as intended:
https://i.ibb.co/BzB9CSx/Screen-Shot0.png
(His beard is a bit dark in the vanilla lighting, I need to fix that for sure, but thats easy peasy)
The other NPC mods shouldn't be doing it either, standalones generally don't touch anything (didn't test but browsed the files, nothing in there looks like a problem)
A patch for something else random could do it, if its in any way related to Balgruuf and loads after my mod, or an SKSE script that distributes a fix or appearances. Getting LOOT and/or xEdit might help identify what is happening.
Nightmarezone is one of the most genuinely sweetest, kind and helpful authors on Nexus. She may not always be available, but she is super helpful when she is.
❤️
It can happen for a range of reasons, but most commonly is that there is an NPC-related esp which is partially overwriting the changes made by your NPC replacers esps. Anything that edits NPC records in general can do this - not just appearance mods.
For example, say I want to change Lydia's stats or behaviors, but with a specific NPC replacer for her appearance. In order to have both the stats and the appearance, I would need to create a simple patch which gives her the stats AND matches the appearance details in the .nif file for Lydia.
I'd recommend using something like xEdit to check for conflicts and go from there.
There are many fantastic SMP hairs out there, and i realy hope it becomes a standart for NPC overhauls to use SMP hairs, because Faster HDT SMP works so great, is high polish, and there is absolutly no reason to not use it in 2024. I mean come on, we use Parallax Occlusion, Complex Parallax, high Poly heads and objects, SMP clothes and lots of other amazing next level top notch mods, but our NPCs have no SMP hairs, thats a little bit shamefull ^^
When im standing with Lydia on the top of the world, taking a look in to the distance and the hairs are blowing in the wind, is truly a great thing ;)
You'll need to do 3 things:
-replace the facegeom and face tint in the file to the uthgerd that you want to use
-edit the mesh in nifskope so that the parts are written the same as the esp
-change the character in CK or xEdit (eg skin tint)
Alternatively (the easier way), if the Uthgerd replacer you want o use is standalone, you can make it load after my mod and it should overwrite. Or make it standalone. You can remove Uthgerd from my mod if you want too. If you're using vortex, it might pay to clear the facegen folders of Uthgerd and then redeploy everything
Hope this helps
Failing that, next best thing is removing Uthgerd from NITHI esp, as well as the face gen. Assets should be fine left alone. A save cleaner might be good too in case the weight values are different and she gets a neck seam :)
Let me know if I can help anymore :)
Ooh. Also, a quick and easy way to get the Base IDs without hunting is open Google and type "(NPC name) Skyrim" and usually the UESP Wiki page comes up in the first few results. On there is a table on the page with NPC data on it. It's much more convenient than having to launch Creation Kit or xEdit ^^