Unique Player And Followers Redux

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Elliott Davis

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Jul 9, 2024, 3:00:47 AM7/9/24
to reicrapkogi

Hey im new to modding and i cant get to fixing the problems with unique player. i dont want every npc to look like me and my body type but when i install the mod i only have the npc body type and underwear and i cant fix it

Unique Player And Followers Redux


Download Zip ---> https://ckonti.com/2yLITx



Hi, at first you need a body replacer like "CBBE" (I would highly recommend to use this one) and "Bodyslide and Outfit Studio". While installing "CBBE" you choose your "default" body for females. E.g. "Curvy". And you choose whether nude or nevernude (means default underwear) and you can install all the converted vanilla clothings for your chosen body. And afterwards you can install Unique Player and Followers Redux. Keep only one of the installed esps. I kept only this one: UniqueFemalePlayerAndFollowersDLC.esp. As you can see you get unique options for the player and all human (or ex-human) followers. In Bodyslide you will get entries under "Outfit/Body" like Unique Player Female, Unique Piper, Unique Cait, etc. This means that you can create a preset and directly export the mesh to the related folder. You can also use copy and paste, but that's a different story.

The picture shows a part of the folder structure in: ....\steamapps\common\Fallout 4\Data\meshes\actors\character. The folder "characterassets" is the default folder for all human npcs that don't have a unique body. The folder "PlayerCharacterAssets" is the folder for the unique player mesh (body). Same with Cait, Curie, Piper, etc. If the unique folders are empty the game uses what's in "characterassets". Something similar you find under ...\Steam\steamapps\common\Fallout 4\Data\Textures\actors\character. So can even give your player, your followers and the rest different skin types.

Are you sure that your "Cridowskin" installation works at all? The file you show in your picture is from 2015 and has a dimension of 4096x4096 and a size of 10.6 MB. I downloaded "Cridowskin" and searched for this file. It is part of the download, but this one is newer and has a different size and dimension. As I don't want to install "Cridowskin" I don't know how it would look in game. Did you check that the npcs have the skin enabled?

I use Unique Player and Followers Redux and Unique Player Bods for CBBE since many years without problems. Therefore I am convinced that is has to work if everything is correctly installed. With copy and paste.

I have tried installing it as base game without unique player bodies and it works perfectly fine for whatever reason I seem to be having a problem with having the textures show up in unique player bodies as well as the body slide I seem to also be now having an issue with body slide full stop in base game I've also tried everything I can to fix this uninstalling reinstalling manually installing checking the files in the correct order and in the correct space looking in override for things that are overriding it etcetera to come up short on trying to fix it I've done all these things to try and fix unique player bodies as well but for the life of me I am unfortunately unable to get it to work

This mods let's you have different bodies and skins for npcs, followers and you. Even head skins. Install all three files from mod page. With the main mod you get the choice which followers can be created depending on your choice and your dlcs. I kept only:

Legacy V6 will be the next major version of Legacy of the Dragonborn and will likely require a new game to facilitate it since it adds so much new content and may make adjustments to some core elements that may not be update friendly (TBD though, just curb your expectations).

My intention is to offer a larger assortment of patrons who come by the museum in a more random fashion. These will have their own voice acting, their own routines and schedules for visitation and off days and their own overall characterization. They will pop in to the random tours Auryen gives and will help fill the massive space the museum offers, making it feel even more alive.

Come V6, the three explorer excavation quest arcs will no longer begin by way of force greet. Instead they will begin based on player input and conformation with the quest giver, allowing you more time to finish what you are doing, or take care of other guild business before sending everyone off on a lengthy dig.

A new museum event centered around the, you guessed it, Vigilants of Stendarr, will be added which will be a multi-path quest of intrigue, negotiation and investigation where the means of completing the quest is entirely up to you. An optional path will be available from the start of this event quest in much the same fashion as the others, to allow you to bypass the quest in an immersive way (though you will very much want to experience this one at least once).

The addon I created to give additional options for the safehouse will be merged into Legacy V6, effectively retiring its development moving forward. The addon will sill remain available for use with V5. This merger will also come with a few additional features to the room selections available.

Apiaries will be available for purchase adding 2 to the garden pathway along with more dense flower populations. Room B of the safehouse will have a gorgeous home library with several display book cases.

Replicas have historically been a little inconsistent in their availability and nature and this update will likely make them all more universal and easier to keep track of all appearing in the replica craft station and migrating to the forge when crafted for the first time just for later use should you wish, while not confusing the list of items still to make on your replica craft list. Attributes for the replicas will match the originals in armor or damage (no enchantments will be present on replicas), This will allow players to make customized versions of their unique items and not sacrifice damage output or defense with a weaker replica.

The museum will have 3 profiles for music selection which can be altered from the MCM menu. The default current Trent Moriarty OST, the classic Legendary edition mix and a new Tyler Will OST. All will offer a different feel and more variety to swap between as users see fit.

Support addon functions allowing the appending of items to the safehouse supply sort lists from said supported mod. Liquor mod addon filtering items properly to the liquor cabinet for example. Will add a formlist of items to another matching formlist indicated. Will also have functions to check that said list items are present and re-add them after a supply sorter list reset is done.

When I started looking at Descent Into Avernus, it was almost immediately clear why people were asking me to remix it. Its structure was badly, badly flawed. There was, in fact, a goodly span of time where I thought it was going to end up being more like Hoard of the Dragon Queen than Dragon Heist. Its structural flaws were so significant that it seemed as if fixing them would mean throwing out virtually everything of value in the adventure and starting over from scratch with a vaguely similar premise. (At which point, again, why bother?)

Fortunately, thanks in large part to a vigorous discussion with the patrons of my Patreon and also my followers on Twitter, I had a series of key insights that, at the end of the day, will radically transform Descent Into Avernus, but do so in a way that still leaves a lot of the meat on the bone (so to speak). It is primarily because I think these insights will be useful to others that this project is happening.

READING THE CAMPAIGN: First, I do recommend reading the full campaign (Descent Into Avernus, pg. 1-154) and the Remix. (You can skip the addendums for now, although you may find the detailed addendums for Gargauth, Elturel, and Zariel will help orient you.)

ACT II: HELLTUREL remodels Elturel using a streetcrawl followed by a pointcrawl. The factions and history of the city are also expanded. These structures allow the PCs to freely explore the city, while choosing which factions to ally with and which factions to oppose in their efforts to figure out how the city can be saved.

Our group has jumped to DiA from HotDQ, making the transition in Elturel, and loosely following the Fall of Elturel supplement, with a bunch of homebrew added in to smooth things out. I love your remix, and am hanging on every word.

Long version: I simultaneously ran into some significant problems with the material itself where I was kind of running my face into a wall. Over the weekend, though, I figured out that the larger of the two problems was actually a sequencing problem; the order I was trying to present the information in was making it impossible to clearly explain anything.

Such an AMAZING blog. Recently found DiA and started looking into it to DM a game of it at some point soon. Thought the original content was good but clearly had areas where it stumbles. These posts are so incredibly detailed, helpful, insightful and genius.
Keep them coming! Really looking forward to seeing what you do to chapters 2 and 3 ?

I cant wait for the rest! The story is so much better with your modifications and I am so excited to see how it ends. I have been running my party through it and they are loving it. Hopefully the next sections will be up soon!

I am hoping you come out with 7 soon. Your writing has provided a model for how to remix Avernus, and the party just landed in Avernus proper. I think I have good ideas, but I really want to read your thinking!!! Hurry!! ?

Your breakdown of this campaign has been so helpful in my preparation to run this for my friends. The way you explained your thought process in such detail was also so helpful for understanding what makes a good role-play scenario, and I am trying to apply your lessons to my other games. Just wanted to chime in that I am also eagerly awaiting the last few entries, and would definitely become a patreon subscriber for early access. Thanks again for all your hard work and insight.

On the flip-side, one of the goals for the Alexandrian is to reach out and provide guidance and advice to new GMs. The remixes help do that. Remixing Avernus has introduced a lot of people to node-based design, adversary rosters, point-crawls, streetcrawls, etc.

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