After you press Optimise, exit that program and then we go to the next step. That converts it to the Oldrim head, allowing you to use the next program. nif files, both the one from SKSE and the other from the FaceGeom, stick them in a folder and direct the Nif Optimiser there. Next part is the extra steps you gotta take as SSE has yet to implement a nif merge program. The texture is found in actors/character/facegendata/facetint/your character's folder. You will find the mesh in actors/character/FaceGenData/FaceGeom/your character's folder. Save the file, then select the npc in the Actor's field, not the All field, and use CTRL + F4, this creates the facegeome that we need. If it's 0, make sure the weight in CK is also 0. Make sure you set the weight exactly as the initial character creation's weight. Don't worry, just go ahead and save everything after adding the desired hair/skin tint. npc file, it's not going to look like your character, probably more like a potato.
Skyrim npc editor import .npc how to#
There's already tutorials on how to make a custom follower so just follow those steps. Go ahead and copy those and place them somewhere easy to remember. dds/.nif files are located in the path Data/SKSE/Plugins/CharGen. npc file is located in the skyrim SE directory where the executable is. When finished, I usually both use SPF "character name" and use the export option in racemenu, so you have both the. So, while in game, go ahead and create your character. Since I saw quite a few posts asking how to do this, I figured I'd throw out my solution. I'm going on little sleep and no coffee but figured out how to import a custom shaped head from RaceMenu for a follower/npc.