[8ZT] skyrim how to make creature mods

( Updated : October 23, 2021 )

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20 Best Follower Mods For Enhancing Skyrim (All Free) – FandomSpot Top 10 Best Follower Mod in Skyrim
20 Best Follower Mods For Enhancing Skyrim (All Free) gamerant.com Top 10 Best Follower Mod in Skyrim How to Create a Custom Follower and Marriage Partner for "Skyrim"
Create Your Follower's Appearance. Export Your Follower's Appearance from Skyrim. Load the Skyrim Game Files. Create a New NPC. Set Class, Level, Attributes, and Skills. Add Your Follower to the Required Factions. Open the NPC details window again and go to the Character Gen Parts tab as shown in picture. Decided to make 2 followers, one looking like for his skyrim and one r/skyrimmods - [Mod release] You Are Not A Novice - Higher Level. › skyrim-special-edition-making-a-custom-n. I won't go too deep into detail with meshes and textures because I still have to figure out that part, but basically if you use the racemenu mod. Click on the Alias tab and create a new reference alias. Set it up as shown in Figure 4. The packages must be in exactly that order or you will have issues. It's a hugely impressive Skyrim mod framework that lets you bring along up to ten, highly customisable companions. Skyrim Special Edition: 10 Best Custom Voiced Follower Mods · 10 Hoth By Hothtrooper A Bounty Hunter With A Tale To Tell · 9 Sofia By. 20 Best Follower Mods For Enhancing Skyrim (All Free) · Aurora and Twilight Followers · Eryniel Elf Reborn · Tame the Beasts of Skyrim · Danariel. Top 10 Best Follower Mod in Skyrim · Kaidan · 9. Recorder · 7. Arissa · 5. Aurlyn Dawnstone · 3.

I love to explore the relationship between the fictional worlds we create for movies, books, games, etc. You too can learn how to create custom followers and marriage partners for "Skyrim". The followers in Skyrim can be handy in a pinch, and make for great pack mules, but if you've put a few hundred hours into Skyrim , you're probably getting a little bored of the housecarls and hirelings. You might even be holding off on getting married because you can't find an eligible male or female character to take as a husband or wife. You probably already have a few ideas for an interesting companion or spouse that better suits your play style and taste; in this tutorial, I'll show you how to turn those ideas into a reality using the Creation Kit. It isn't hard, but if it's your first time using the editor, it does require a bit of reading so that you understand the decisions that you're making. This tutorial is noob friendly, so I spend a lot of time talking about things that more experienced modders already know. If you're fairly handy with the Creation Kit, you can skip the lengthy tutorial and just follow these simple steps:. Here's a screencap of my new follower in the Character Creation screen. If you don't already have a copy of the Creation Kit, you'll want to download and install it now. You can do that from the Tools section of the Steam Library. It's a free download and not very large so it won't take long to install. Once the Creation Kit is installed, I encourage you to take a few minutes to go through the starter tutorial on the Creation Kit wiki. I'll be going over all of the most important steps in this tutorial, but that tutorial will provide you with a little more information about what you're doing which will be helpful if this is your first plugin. Tip: All plugins are mods, but not all mods require plugins. The very first thing you're going to do is create your follower's appearance. This is actually very straightforward though it can be time-consuming because you create their appearance exactly the same way you create any other character. Start Skyrim and either start a new game or, if you know what you're doing, open the character creation screen through the console using the showracemenu command. I have a save point set right after the cart ride before Hadvar asks you who you are that I use as a starting point whenever I create new characters. Keep in mind that the characters you create, like any other characters, are going to look different outdoors than they will indoors. In order to get your new follower's appearance out of the game and into the Creation Kit, you're going to have to export it from Skyrim. That might sound complicated, but it's incredibly easy to do. Once the console is open, you're going to use the SavePCFace command to export your character's appearance:. Type SPF followed by a space and then the name of your character exactly as it appears in-game, then press Enter. If something does go wrong, the console will probably give you an error message of some kind. Once Skyrim has shut down, you can verify that your character's appearance was exported successfully by looking in the Skyrim installation folder. That's the folder one up from the Data folder and it contains both the Data folder and the Skyrim. If you have a bit system, for most people, the file path will be. What you're looking for is a file named after your character with an. Once you've verified that it's there, proceed to the next step. The warnings that appear when you load the Skyrim. Almost inevitably, at some point, you're going to make a mistake of some kind and the editor is going to want to tell you about it. Periodically, when working on your mods, you're going to want to step through these warnings one by one on the lookout for new messages. If you plan on releasing a mod to the public, you should definitely do this out of consideration for people who download and use your mod. Dealing with editor warnings and cleaning your mod are rather large topics that are well beyond the scope of this article, unfortunately, but a lot of good information can be found on the Creation Kit wiki and in the official Bethesda forums. Click OK. You can find out more about creating and using simple mods in the Creation Kit starter tutorial linked to earlier. Depending on your machine it may take anywhere from half a minute to a couple of minutes for the editor to load everything. When the editor is done loading the game files, you will probably see a pop-up warning you about a navmesh error. The Skyrim master file contains several benign errors that you will see every time you load a plugin; these warnings are harmless so just skip past them by clicking 'Yes to All'. If you click 'Yes', it will clear the current warning and then another warning will appear. You can cycle through all of the warnings by clicking 'Yes' or just click 'Yes to All' to jump past them. If you click 'No', you will be prompted to confirm that you want to quit the Creation Kit, but I don't recommend it unless you feel like loading everything again. Recently, I've had problems saving new mods after I've started working on them. About half of the time, the editor will simply fail to load the Windows save dialog and hang, forcing me to shut it down and reload. To avoid this, I generally save my mods as soon as the editor is done loading the Skyrim. I recommend you do the same. The Creation Kit is a development tool, it's free, it's resource intensive, and it's constantly being updated. Consequently, you're going to get a lot of random crashes and weird bugs. The best way to avoid the aggravation of losing hours of work is to save early and often. You can save your plugin or mod from the File menu, or by clicking on the little floppy drive icon. Give your mod a sensible name, like nameOfYourCharacter. It will be given an. I recommend you save your mod every few minutes. As a heads-up, you can't save your plugin with the NPC editor window open or any of the other dialog windows so click OK to save your current settings, save your plugin, and then re-open the NPC editor to continue working. You can create a new character from the right-click menu in the Object window. Form lists are located in the Object window under Miscellaneous, FormList. The VoicesFollowerAll list is the list of 'authorized' voices for followers. The VoicesMarriageAll formlist includes all of the voices that are authorized for marriage partners. Once you've saved your mod, create a new NPC. This will load all of the actors in the game into the panel on the right. Right-click anywhere in the actor list in the right pane to open the context menu and select New. This will create a new NPC file and open it in the editor. This is just a basic tutorial, so I'm not going to cover every single option in the NPC dialog but I will cover all of the settings that you need to create a follower. If you're interested in finding out more, you can always refer to the wiki. The first thing you need to do is give your follower a unique editor id. Editor ids are the way that the Creation Kit identifies objects. For characters, the editor id and name are often the same, with the exception that editor ids can only use letters and numbers and cannot have spaces, punctuation, or unusual characters in them. M'aiq the Liar, for example, has MaiqTheLiar for an editor id; no spaces, no apostrophe, and the first letter of 'the' capitalized to distinguish it from 'Maiq'. If your follower's name is not being used by any other character in the game, you can make the ID the same as the Name, which is the way most of the vanilla NPCs are set up. It has a fairly detailed guide to finding things in the editor. Check the Unique flag to let the game know there is only one of your character in the game as opposed to a bandit or conjurer, for example. This flag is important because you can't create a Relationship without it. If the editor doesn't allow you to create a Relationship for your follower, it's probably because this flag has become unchecked. The next thing you need to do is make sure that your NPC has the same race as the character that you're copying, and that the Female flag is checked if your character is a female. You don't need to set your character's weight because it will be set when you import the settings you exported earlier. Even a 0. The Opposite Gender Anims check box switches which animation set your character uses. This check box is used by Lydia, the female Stormcloaks and Thalmor and many of the female Orcs, so if you want that look for your character, check this box. The followers in vanilla Skyrim are all set to Protected status, which means that they can't be killed by enemies, but they can be killed by the player usually accidentally. If you don't like that setting, you can choose to set them to Essential, which means that they can't be killed by anyone. If you find that you're constantly killing your companions in Skyrim with an errant spell or stray arrow and want to avoid doing that with your custom follower who is, let's admit it, probably a little more special than your other followers you might want to choose Essential. If you're a really hard-core, dead-is-dead style of player, you can leave both boxes unchecked and the game will treat them as normal NPCs. This means that they can be killed by anyone or anything. If you choose to go this route, just remember that your follower is likely to die fairly soon after you start playing unless you happen to be an extremely good and cautious player. The next thing you need to do is set the Disposition Base to 75 to make sure that the "I need your help This is sort of a kludge to get around having to create a custom quest to convince your follower to join you and means that your NPC will treat your character like an old friend and join you without hesitation. It's possible to create a custom quest around acquiring your character to create a more authentic experience, like the quests surrounding the followers in the game, but that's well beyond the scope of this article. Personally, I like the 'meeting up with an old adventuring companion' feel that this gives to a follower, and it's not entirely out of place for many of the characters you will create. The last thing you need to do is pick a voice for your character. All of the followers in the game use a select number of voices, and it's important that you use one of these voices for your own character or the game won't be able to execute the dialogue that allows you to interact with them. You can find the complete list of 'safe' voices inside the VoicesFollowerAll form list, which can be found in the Object window under Miscellaneous, FormList. There's no way to preview the voices in the editor, unfortunately, so you might have to test out a few in-game until you find the right one. If you want to be able to marry your follower, you also have to make sure that you pick a voice that has marriage partner dialogue recorded. The VoicesMarriageAll form list contains all of the 'safe' marriage partner voices, but not all of the voices are included in both lists. If you want your follower to do both, make sure you pick a voice that's included in both lists. If you can't find a voice that matches your character's race I'm looking at you, Khajiits , you can always use a human voice instead. I used a human voice for my female Khajiit follower Tinga and it sounds just fine in-game once you get over the shock of hearing it the first time. It's not technically 'lore friendly', but she sounds great so I'm not complaining. In Skyrim , there are two basic types of NPCs: static NPCs who have a set level determined at the start of the game that never changes, and leveled NPCs, who have their level determined dynamically in-game based on the player's current level when the player first enters their location. Although you could set the level of your follower explicitly, say, to level 20, and leave it at that, the followers in Skyrim are typically leveled actors with a minimum starting level and a maximum level that they won't go above. The level that is actually set when you encounter them depends on your own level and the multiplier used to calculate their level. Most of the followers in Skyrim have a minimum level of 10, but that level may go up to 40 or 50 if you don't encounter them until late in your adventure. Note that followers, by default, will not level with you. Once their starting level has been determined ie. If you enter the Drunken Huntsman on level 2 and talk to Jenassa, she'll be level 10 her minimum level for the rest of the game, even if you don't hire her until you're level If you don't enter the Drunken Huntsman until level 50, she'll be level 40, her maximum level. If you enter at any level between level 10 and 40, she'll be the same level you are. That's why your followers seem to go down easier and easier the longer you keep them. Your own follower will work the same way unless you explicitly set their level, in which case, they will always be that level instead. It is possible to make your followers level with you, but in order to do that you need to do a bit of scripting, and that's beyond the scope of this tutorial. To make your follower level with you, check the PC Level Mult box. The default Level Mult to the left is 1. You can change the Level Mult to make them higher or lower when you first encounter them eg. You can set your follower to any level you want, but you probably don't want them being too powerful or too weak. For Dundaryn, I've simply set his own level to the defaults used by the housecarls. Though you might want to balance it out by lowering their Health or Stamina. The NPC's class determines how they allocate skill points. If you look at the sample class in the screenshot, you can see that there are fields for each of the skills. Each of the fields has a number typically 0, 1, 2, or 3. These are weights that influence how the game divides skill points. For example, for every 11 skill points that a Ranger has to allocate, 3 of them will go toward Archery and Light Armor, 2 will go to Block and One-Handed, and 1 will go to Sneak. If you look above the Skill Weights, you'll also see an Attribute Weights section that works the same way to calculate your NPC's attributes. You can find the Classes in the Character category in the Object window if you want to look at them before making your decision. When choosing a class for your character, make sure you choose one that puts skill points in the areas you want them to be good at. If you don't like the existing classes, you can create a new one and allocate points however you see fit. In the Object window, with the Class category selected, right-click and choose New from the context menu. This will create an empty Class that you can set up however you like. You might also want to change the Bleedout Default from 0. Before you start allocating skill points, you need to be aware that the following skills are never used by NPCs: Alchemy, Enchanting, Smithing, Lockpicking, Pickpocketing, Speech, and Illusion. Basically, if they can't use it in combat, they can't use it at all. Once you're done creating your class, click OK to save it and it will appear with the other classes in the drop down box in the Stats tab. Once you've chosen your class, you'll notice that the NPC's skills and calculated attributes will update to reflect your choice. If you've given your follower a static level PC Level Mult unchecked you can manually edit their skill levels by left-clicking quickly three times on the skill value and typing in a new value. If your follower is dynamically leveled, you won't be able to set their skill levels manually, which makes sense because you don't know ahead of time what their level will be. Those will be calculated automatically based on their class. The next thing you need to do is add them to the appropriate factions. Find the Factions subcategory in the Object window under the Character category and drag the CurrentFollowerFaction and PotentialFollowerFaction to the empty faction list in the Faction tab. If you want to be able to marry your follower, drag in the PotentialMarriageFaction as well. Left-click twice slowly on the CurrentFollowerFaction rank which is currently set to 0 and set it to The other factions should be left at 0. If you double-click the faction rank the Faction editor will open instead, which is not what you want. Cancel out of it don't press OK! Next we need to set up the follower's relationship to the player. Right-click in the empty Relationship list and select New to open the Relationship editor. If only it were that easy, right! If the editor doesn't allow you to create a Relationship, make sure that the Unique flag is set. The Parent NPC should already be set to the name of your follower. In Relationships, 'Parent' refers to the actor that you are setting up the relationship for; 'Child' refers to who the relationship is with. An actor can be a Parent in a number of different relationships, some of which might include his or her children, but many of which will be toward friends, acquaintances, and other family members. Set the Relationship Level to Ally Lover might also work for a marriage partner--it might affect dialogue, for example--but I've never used it and I know for sure that Ally works. Leave the Association Type set to None. In general, if two NPCs are defined as enemies, they will fight as soon as they see each other. If you don't set the Relationship, your follower won't know that he's supposed to defend you. An example combat style showing the location of the dual-wielding option. I'm not going to talk about AI packages in this tutorial because they are very complex and not really necessary for a basic follower. The basic sandbox AI will allow the NPC to wander around within a small radius of wherever you put them and perform simple actions and use various objects. If you put your follower in a tavern, for example, they will walk around, sit down and eat, and even stir the cook pot. Skip over the Keywords tab and move on to AI Data. This tab is not hard to set up, but it has a big impact on your follower's behavior, so make sure you do it right. The first thing you need to do is set the Aggression. Aggression determines how likely your follower is to engage in combat. If you leave it at Unaggressive, he won't attack, but if you put it too high, he'll attack everything in sight. Set it to Aggressive so that he will engage enemies, but not random civilians. Confidence determines how likely your follower will flee when the going gets rough. I generally set it to Foolhardy so that they never flee. You might try a lower setting, but even a Brave character will flee whenever their health gets low, which, in Skyrim , will happen all the bloody time. Set Assistance to Helps Friends and Allies. This is the most 'generous' setting. Helps Allies will probably work, too, for the player, though they won't help their own friends that way. Probably not a big deal if you don't set up any friends for them. Skyrim uses four basic categories of relationships: Enemies attack on sight , Neutrals ignore, depending on Aggression , Friends assist in combat, depending on Assistance , and Allies, the strongest bond, and the one most likely to result in assistance. Set Morality to Any Crime if you plan on committing any. You probably don't really want your own companions reporting you, though if you never commit crimes it probably won't make much difference. The Mood can be set to whatever you like. As far as I can tell it basically just determines their default expression. Do you want a sad face or a happy face following you around? The last thing you need to set in the AI Data tab is the combat style. Combat style determines things like how likely your NPC is going to prefer using a bow over a sword, how likely they are to use a power attack on a staggered foe, and whether or not they can dual-wield. Not all of the combat style settings are fully understood, so it's probably best if you pick a style from one of the existing ones, but if you're feeling really adventurous you can try creating one yourself. Combat styles are located in the Object window under Miscellaneous, Combat Styles. To create a new one, right-click in the list and select New. The most important settings are the Equipment Score Multipliers in the General tab, which determine how much the NPC prefers one type of attack over another so if you want someone to use a bow more often than a sword, set Ranged to be higher than Melee and the Allow Dual Wielding check box in the Melee tab. If it's unchecked they won't use two weapons no matter how many you give them. You can also experiment with the Attack and Bash settings which determine things like how likely the NPC is to use a power attack against a staggered foe and that sort of thing. I'm not too sure how the other stats work, though I know a good chunk of them only apply to dragons, so you're own your own here. If you leave them at default settings you'll probably be okay. When you're done tweaking poorly understood numbers, click OK. You will probably have to exit the NPC editor click OK to save changes and save your plugin before your new combat style will appear in the drop-down list in the AI Data tab. If you don't like the way your NPC is behaving in combat, you can always reload your plugin into the Creation Kit and tweak these numbers. Just don't make any changes to the Combat Styles that were set up by Bethesda. Doing so will change the combat behavior for every actor in the game that uses that style, and you might not like the change. Never edit an existing object unless you absolutely have to. If you don't like a vanilla combat style, pick a different one or create a new one that you can tweak as much as you like. The Inventory tab with a character loaded in the preview window. In order to fix the two bugs mentioned in the Inventory section of the tutorial, you can edit the DialogueFollower quest to remove the default bow and arrows from the inventory assigned to followers. To do this, find the Quest subcategory in the Object window inside the Character category. Locate the DialogueFollower quest and double-click it to open the quest. Switch to the Quest Aliases tab and double-click the Follower alias in the Alias list. This will open the Reference Alias editor for that Alias. In the bottom left corner you will find an Alias Inventory list. Select the bow and press Delete to remove it from inventory. Do the same with the arrows. If you get an error about a script failing to update, it means that you don't have the game's source scripts. You'll need to replace those scripts for the Creation Kit to update the quest properly. Quit the Creation Kit without saving, restore the source code files and re-edit the quest. Note that many follower overhaul mods change this quest, often for this reason. Because of this, you may run into compatibility issues with other mods. In all likelihood, it's not going to be a big issue. If you're using your companion along with a mod that modifies follower behavior, just load that mod later in the load list than your follower. That way the overhaul mod can overwrite your changes to this quest. If you end up with the default bow again, it means that the overhaul didn't remove them, which may be intentional or not. Where to remove the bow from the Reference Alias editor. There are two ways you can add clothing or armor to your NPC: by choosing a default outfit, or by dragging items into the inventory list. If your follower has a default outfit, you can give them different clothing or armor, but they will always equip the 'best' item from their perspective. If you remove all of the clothing and armor that you've given them, they will revert back to their default outfit. The default outfit is not visible in their inventory, so it cannot be removed from them. If you don't give them a default outfit but just add clothing or armor to their inventory, they will not equip it by default. That means that the first time you meet them, they will be in their underwear. They won't equip their armor until you trade items with them, at which point they will equip the best items in their inventory. To set an outfit, select one from the drop down box. You can see what items will be equipped in the list to the right. If you want to preview an outfit, check the Full box beside Preview in the bottom center of the NPC window and your character will appear in the preview window on the right. In the screenshot you'll see Dundaryn, but you haven't actually imported your character's appearance, yet, so you'll just see the first preset instead. Your character is probably too small in the preview window to get a good look at, so use the left mouse button to rotate around him and the middle mouse button to zoom wheel or pan hold down. The preview window is a trifle annoying to use so it might take you a bit of fiddling to get a good view. To add items directly to their inventory, find the appropriate category in the Object window under Items and drag objects from the list to the Inventory list in the NPC window. The subcategories you're most likely to be interested in are Armor, Weapons, and Ammo. All followers are given a hunting bow and iron arrows by default via the follower quest. This causes two problems until they are fixed :. To avoid these problems, you can follow the optional step of editing the DialogueFollower quest shown in the sidebar. This will remove the default bow and arrows from all followers in the game. If you change this quest, and you want your followers to have a bow and arrows, you'll have to give them items from your own inventory. Of course, with this particular follower, you can just add them directly to his inventory. If you drag arrows from the Ammo subcategory, you'll notice that it only adds one arrow to inventory. You can change the number of arrows by selecting the arrows in the inventory list and editing the Count field below the list beside the Object drop down box. If you're creating a follower that uses spells, you're going to want to add some spells to her spell list. NPCs in Skyrim can't use many of the spells that are available to the player. This is partly for the simple reason that the AI isn't smart enough to know when to use them, partly because some of the spells don't make sense for anyone but the player to use eg. Clairvoyance , and partly because some spells which work on NPCs won't work on the player. Keep this in mind when adding spells to your follower. As I mentioned in the discussion of classes, the Illusion school isn't used by NPCs at all, so don't bother adding any of these spells to your follower unless you plan on doing a lot of scripting. I'm not even sure it's possible to get them to use them with a script. You can also add perks to your follower. I'm less certain about which perks can be used by NPCs, but you can get an idea from the perks that have been added to the pre-made hirelings that come with the game. Search the Actor list in the Object window with 'hireling' in the Filter. One perk you may want to add to every follower is the LightFoot perk which prevents them from setting off traps while they're sneaking. Remember: They sneak when you sneak. You're now going to import your character's appearance. Before you try this step, make sure you save your work as the editor has a tendency to crash for many people at this point owing to a bug with the current version of the Creation Kit which causes the Windows dialogs to fail to load properly for some people a large percentage of the time. When this happens, the Creation Kit will hang and you will have to close the editor and reload everything and try again. It may take you a few tries to get it to work, but try to be patient, you're almost done! If you look at the Character Gen Parts tab you will see an Import button in the top right corner. When you click it, assuming the Creation Kit doesn't crash, it will open the Windows file browser in your Skyrim folder. Find your character's. Your NPC now has the appearance you created in the character generation screen in Skyrim. To view your character, select the Head checkbox in the bottom center of the NPC editor. You can rotate your character's face to get a better look at him or her by using the left mouse button. You may notice that your character's head looks a little distorted. This is just a side-effect of the way that the Creation Kit renders the head in the preview window. The reason why we used Skyrim to create your character's appearance was not only because it is easier to use the tools in-game, but also because your character will look slightly different in Skyrim than in the editor, so using Skyrim is just more accurate. Click Yes on the confirmation dialog that appears. If you forget this step, your character's face color will not match the body color in-game and you may be missing scars, war paint, and other face coloring. This is probably the most common problem that people encounter when creating custom NPCs. Exporting your character's face settings will create the following files in your Data folder:. The 'xxxxxxxx' is a unique, 8 digit identifier. The other file is your character's head texture in a different image format and is not used by the game. If you release your character as a mod, be sure to include the. Tip: If you try to export your character's face and nothing happens, make sure that the Is CharGen Face Preset box is unchecked. It won't export if it is. The last thing you need to do is add your follower to Skyrim. As it stands, they only exist as a definition inside the editor; they have no existence inside the game world itself. The first thing you need to do is decide where you want to find your follower. Because we haven't added any complex AI packages or done any scripting, it should be somewhere you don't mind traveling to if you decide to dismiss your follower and then re-recruit them later. I usually place my followers in taverns and inns and similar locations, but you can put them wherever you want. Once you've decided where you want to put them, you need to find that location in the Cell View window. The World Space drop-down box lists all of the 'worlds' in Skyrim. A world is essentially a standalone environment that is connected to other worlds via loading doors. There are two basic kinds of 'worlds': interiors and exteriors. All interiors are composed of a single cell separated from all other cells and all exteriors are composed of a collection of continuous cells. Both types of cell are connected to other cells via loading doors. The inside of the Bannered Mare is a good example of an interior cell. Skyrim itself is one massive world space that contains a number of smaller world spaces, like the city of Whiterun, which is also an exterior world space. All of the interior cells are located under the first listing, Interiors, in the World Space drop-down box. I'm going to put Dundaryn in the Drunken Huntsman, a good place for a worldly Bosmer with a taste for adventure. Most of the interiors in the Cell View window are organized by the name of the town or dungeon that they belong to. If you want to place your character outside somewhere, you'll need to select the Tamriel world space from the World Space drop-down box Skyrim is part of Tamriel. This will load all of the cells that make up Skyrim's portion of Tamriel in the list on the bottom left. Cells in exteriors that contain points of interest, like dungeons or camps, are often named after those locations, but the vast majority of the cells are nameless wilderness cells organized by X and Y coordinates. It might take you a while to find the cell you're looking for, but you can make your job easier by opening a cell that seems close to where you want to be and then navigating through the world space in the Render window. Once you've located the correct cell, or a cell nearby in exterior world spaces, double-click it to load it in the Render window. Navigating in the Render window is a little tricky at first. The important thing to remember is not to select anything you don't have to because if you accidentally move it, it will create a 'dirty edit' which can cause conflicts with other mods. The Render window will load in top view, probably centered over an object. To move around, use your mouse wheel to zoom back, then press and hold the middle mouse button to pan around until you find a good place to position your follower. You can use the mouse wheel to zoom in again until you're fairly close to where you want to drop them, then go to the Object window, find your follower, and drag them into the Render window. You can select your follower with the left mouse button and then rotate around them by holding down the Shift key and moving the mouse. Don't hold down any buttons on the mouse when rotating. Your follower should have a little red, green, and blue box around them indicating that they are selected. You can drag your follower around by holding down the left mouse button and dragging a small icon with four arrows will appear. Make sure your follower is not overlapping any other objects in the game, otherwise you could end up with weird collision issues. Your follower should be on the floor or ground, but if you accidentally placed them on top of a chair or a rock or another object, drag them to an empty spot and press F to make them fall to the ground. If your character is stuck inside the floor or ground for some reason, hold down the Z key while dragging to drag them up out of it and then press F to drop them back on top of the ground. If your character is sticking down through the ground or floor, they may not appear in-game because they are currently falling through infinite space. Note that there's a lot more to using the Render window that the few controls that I mention here. This should get your follower into place, which is all we need in this tutorial. If you need further instruction, just check out the Creation Kit wiki. The process of turning one of your own characters into a follower is identical to the process used for creating any other follower. The only difference is that you export your character's appearance from the console in-game, rather than the custom character you created earlier in the tutorial. You can then import your character's appearance in the NPC editor and set their level, traits, attributes, etc. Save your work and exit the Creation Kit. Start Skyrim and confirm that your mod is checked in the load list. Go to the location where you placed your follower. If you've followed all of the steps in this tutorial correctly, you should find your follower sandboxing in his or her starting location. If you talk to them, they should offer you the "I need your help If you set up your companion as a potential marriage partner, they should also have this dialogue as well, but remember that you need to have an amulet of Mara equipped to get the dialogue. That's it! Take your companion on a quest and see how they do. If you decide you want to change something about them, you can always just load their plugin into the editor and tweak away. If you're ready to take your follower to a whole new level and turn them into a full-fledged hireling that co-exists organically with the other hirelings in the game, read my How to Create a Hireling in Skyrim tutorial. What did I do wrong? When im trying to import i get some errors and the eyes, brows and the hair is reset to default. I tried to correct this manually in the Creation Kit and completed the guide. Once i loaded my game she was there but with wrong hair, wrong eyes, wrong brow and for some reason a dark skin color instead of the light one. In the redering window she is displayed in the right way. And yes i loaded the additional esps in the beginning. Im still a noob with "modding" and would appreciate all help :. I followed the instructions perfectly, yet the NPC doesn't seem to strike up interactive dialogue with me, any help on this? Followed everything correctly, the NPC is in the world. No dialogue options come up. Can someone help me? This is a good starter tutorial but it misses some things that can make the follower look all wrong. Skyla's tutorial on YouTube is a lot more in depth with clearer concise instructions -- but again, I'd highly suggest trying it with this method first. Starting with no Skyrim modding experience I just turned one of my player characters into an NPC follower using this tutorial. Everything is working wonderfully on the first try, and in my experience, that hardly ever happens with anything. Well done! If the Relations tab thing does not work although you checked "unique", make sure "unique" is checked and click okay, then open the actor again. I just wanted to say thank you! I've been having the hardest time finding mods that add a decent variety argonian followers. Now I can make my own, I've just finished the first very basic one and its working perfectly. Everything was going well until I got to the relationship tab, I made sure that I had the Unique Flag checked but it still didn't work when I tried to create a new relationship. Could somebody explain this thing to me please? Is there a way to import something like this to console? Like if I turn it into a mod will it be available to download? Only these voices work without making your own dialogue and or scripts. This guide was great except for the fact that the NPC does not show up in game. I exported the NPC, placed it in the render window, made sure it wasn't stuck in the floor, then saved. Double checked the esp file was enabled. Tried this multiple times placing in multiple locations. No NPC ever shows up. I see other threads showing up on google search about custom NPCs not showing up. Is there some other missing detail out there to making an NPC show up? I'm trying to make the follower I made with this give me potions, but I'm stumped. Any advice? These guys just made a multiplayer platform for skyrim, check it out and help spread the word about these amazing dudes Great guide, but one thing. I followed it to a T, but the dialogue option that comes up for my follower is just "You Know I can't get her to follow me or do anything else. They're pretty scarce on being very specific such as you. I wish there was a video going over your steps. But Alrighty then. Unfortunately, I've had to give up modding for work-related reasons I work too much. I'm not sure what kinds of tutorials are currently available. It says that he's already following me, but wouldn't leave the area I placed him in. This is a great tutorial, just created my first follower! However, there is one unanswered question - where do you add shouts to the follower? I assumed in the spell list so hopefully doing that won't crash Skyrim Anyway, thanks for all that wonderfully detailed information, helped a ton! Oh man, what a good guide, thank you! For example, if I place my NPC inside my house, and I want him to mess around there for a while and then go outside and wander around the yard, how do I do that? Thank you for this guide, I've found it very useful and have greatly enjoyed creating the most awesome followers I could imagine. I have a question, though: I'd like to move a follower, who I have already placed in the game and brought on several adventures, to a different location I originally placed him in the Bannered Mare, and would like to move him into Breezehome. Can I simply load Breezehome into the render window and drag him there? Or will that create a duplicate of him? Do I need to delete him from the Bannered Mare somehow, or drag him from the Bannered Mare to Breezehome in the render window? Never mind my last question. I verified the integrity of my game cache via Steam, redid the thingiemajiggy Edit the DialogueFollower Quest, and I didn't get the error this time. Any thought? I'll try cleaning the files and let you know if I discover anything regardless, so it's fine if you don't respond to my post. Thanks for your hard work in making this tutorial! How, pray tell, do I "replace those scripts? I got much farther using this tutorial than anything else I've looked at. I know you're busy, and I'm whining at you, but I really don't understand how I'm supposed to replace these missing scripts. Oh, and those scripts are actually there where they should be, CK doesn't want to recognize them apparently. I tried checking my cache, but it will probably only result in me needing to clean the DLCs again. Hate doing that. Horrible tutorial, there was no charectergen tab, never told us how to get into certain places like formlist, and you skipped around too much. I put my created follower on the skyrim steam workshop, only to discover that when he and two others I made lose all their color when downloaded by myself and others anywhere else. I tried telling CK to include the three files it created in the Archive, but I'm not sure I did any of that correctly or if it's even what needs doing. I'm sure there's a relatively simple way to do this and I just don't get it. Google isn't doing any good, perhaps because I don't know how to search for this. I keep coming up with more tutorials like yours and including yours that don't say anything about uploading. I have just begun experimenting with making custom follower NPCs, and I tried to make one for a friend but unfortunately the follower won't show up in-game. Can anyone help me figure out why that is? Kay: Sounds like it might be a voice issue. If the voice you pick doesn't have the required recorded dialog you won't be able to access the scripts. Check section 6 under Pick a Voice Type. This simply isn't working for me. My created follower only responds to me with "Hmm" and other generic greetings. His disposition base is set to 75, he is set to unique, and all factions and relationships are set exactly as the tutorial describes. Is there any other variable I'm missing here? I have recreated this follower 5 times, from scratch, just to check that I haven't been missing anything. Every time I get the exact same result. I created my follower with a lot of mods and when i imported the face i suddenly showed a totally different person Do i need to activate all the mods i used in game to create the char in creation Kit as well? First of all, you guys need to make sure you're running the Creation kit in Administrator mode. Don't just right click and run it like that. Right click the application and go to the properties. Go to the last tab, which should be security? And click on the box in the tab that says "Run this program as an Administrator" or something of the sorts. This will allow you to save your project and access it in the future. This is likely the problem for you guys that are having trouble accessing and saving your files. Windows doesn't like to let applications save files to the program files folder, so just move the entire folder there. Be sure to put it back when you're done! For those of you having trouble with the dialogue, only certain voices will allow you to make followers that will actually follow. Try a voice like the Female Even toned or something of the sorts. Your guide is very helpful, i was able to understand and learn everything to base my future modding on. The only problem i have encountered was when you would ask the follower to follow you, there was the dialogue and voice, but they didn't actually follow me. It wa slike i never told them to. After many attempts, I took away the faction "current follower rank -1" and it worked. I believe it might be because i have multiple followers lite and other mods, which could be conflicting with that command, because it would also change the behavior of the other followers i had with me, making them leave for no reason. I did everything the tutorial said and when i located my custom follower she has zero dialogue. Can someone please help me. I can't save my file in the Creation Kit I close all dialogue boxes, click OK after editing, etc. And then click "Save" as an. I then check in that folder and the file isn't there, nor does it appear in Data Files. Not in the game either, I've tried it three times now Thanks for the great tutorial, man! Now I'm off to the Creation Kit wiki to get deeper into modding! My follower is in the game, seemingly perfect enough, yet, I can't make him follow me- when I talk to him, the only dialouge I get from him are saying greetings and hellos for his voice. Disposition is set to 75, and I checked the relationships, and they all seem to check out, so I'm not sure what's happenening. I thought mods would be the issue, so I disabled all my follower mods, and no change- Lydia still works fine, however. I'm sorry if comments weren't the right place to do this, if there is somewhere else, like a forum, I was supposed to ask, I'd be glad to re-ask there, if you could tell me where. Click 'Yes to All' on each warning that pops up to quickly skip through these warnings. As soon as the warnings are done, save your file. Then, as you're working, periodically save it again. If you're in the middle of working on your character you have the Actor dialog box open , you have to hit OK on the Actor dialog box before you can save the file. When you click OK, the editor remembers the changes you made to your character in the Actor box, but your file as a whole hasn't been saved. You need to then save the file and then reopen the Actor dialog box for your character to continue working. The process works like this: Do a bit of work on your character, click OK, the Actor box with your character disappears , save your file, reopen the character, do more work, click OK, the Actor box disappears , save again. You have to save your file a lot because the editor crashes a lot and you don't want to have to redo a bunch of stuff. In the early steps you said it crashes a lot, so to hit okay and save, then reopen the character. How exactly do you go about that? I can't figure it out im a noob at this. Seriously, thank you for this idiot-proof guide. I was able to create a nice handful of personalized awesome adventurers, all thanks to you! Hi, successfully did the first step, but when I got to the second step "SPF" part, the console said "compiled script not saved! Or has the command been changed? Please help! I would really love to create this follower!!! Hopefully it works for me when I see him Cx. I am so confused.. The first few steps I got but after that.. It 's a pretty nice tutorial though. My follower worked great for a while, until I had to dismiss her, then she dissapeared so I respawned her with the Editor I made sure there weren't any other copies but I don't get the follower dialogue anymore. I just got Lydia, might that have anything to do with it? I'm having a problem after creating my follower and placing him in the game, he doesn't move after I've said I need him to follow me. He just stands still. If I run into him he will move back but still stand in that one place. Any solution for this? Might be a mod conflicting but it might be that I missed something. The only thing that did not work was the character's hair, and that is because it was not a vanilla Skyrim hair, it was an Apachii hairstyle. Ah well. Thanks for the great tutorial! Now the game will fit my roleplaying much more accurately. A simple question: In my on-going game, I simply want to change a few stats and skills on the potential follower Erandur. I'd like him to be a mage; his stats look more like an orc berserker If I follow your guide to edit Erandur himself, then save to an. A more complex question: I play with SkyRe, and I'd also like to add some spells and perks from that mod. However, it would seem that it's tricky getting any kind of spells to work well for followers. At least on SkyRe spells that would seem to be direct carryovers to what follwoers already use alteration, destruction, conjuration : Can I simply load the SkyRe module in question and get access to the spells I'd like? A super complex question: My dream would be for Erandur to be a healer. Do you have a link to a run down of the kind of scripts that could get him up to speed? I know there are several custom followers out there like Cerwiden and Vilja who do that I found this really useful and informative, it's been my first 'dabble' into modding and it's generally been successful. I have only one problem. Everything is working with the exception of the dialogue. I can't seem to open conversation with the follower which means he's just standing around, naked, in the silver blood in looking very badass. Anibalus: Your character is in the Object window usually the upper left window , under Actors. They're listed alphabetically by editor id, though you can narrow the search by selecting your character's race and gender. Once you find the listing, just drag and drop into the Render window. I don't understand the rest from there. How do i find my character in the Object Window? S I don't even know if you still support on this thread but i hope to have a reply soon ;. Im having this problem when i go to relationship and try to add my npc to the 'Parents NPC' his name doesn't show up. Have i done something wrong? Hi, I'm having the problem that the face and hair I create in-game look nothing like the face imported when I create the character? Any idea why? Great guide, didn't have any problems and everything works just perfectly but there's something that I can't figure out. How can you EDIT your working custom follower? If I reopen my follower file on creative kit and edit something, like add more spells or change his looks for example.. After that I can't save the file properly because it's a "master file" or the file is already in use. However saving it with other name works and I tried this, but when I do, the file is empty and my follower doesn't appear in the game at all. I'm having the hardest time. When I first imported him to the game, strictly following your guide, everything worked fine. I could talk to him, ask him to follow me, but he was not attacking anything. I went back into Creation Kit to find the problem I still don't know what it is , and tweaked a few things. Now there isn't even any dialogue prompting him to follow me. When I go back in to edit it, he disappears from the place I originally set him, making sure I reset him inside the location before I close out of Creation Kit. At the same time, every time I open up Creation Kit, his relationship keeps deleting itself. Disregard my previous comment, anyway, I followed your guide, I ask him to come with me on an adventure, he says something then he doesn't do anything, and the sentence is able to be prompted again. I did everything you did, but on my Argonian that I have made, I changed the colours of what he looks like, but his appearance is the same as a default Argonian dark green, no colours on face. Can you help me with that? Luminaure: I haven't actually done any modding in almost a year, so I'm sure you can find better help on the forums, but here are some suggestions. Usually, if an NPC won't talk to you, it's because they either don't have the voice files, or the dialogue conditions haven't been met. If you miss even a single step in this tutorial, your follower won't work. First, make sure that the Unique flag is set on the NPC. The editor sometimes fails to set it properly, which will prevent you from setting the relationship. Next, double-check the relationship and faction settings. If all that is set up correctly and it still isn't working, try changing the voice and see if that helps. I'm not exactly sure what you mean about the editor not letting you save your changes. Is the editor itself not saving, or are your changes just not showing up in the game? If it's the latter, you need to test your mod using a clean save, otherwise the game may be pulling old data from your save file. Good luck. I'm not sure what the problem is, but it sounds like it could be related to Hearthfire which I never got around to downloading. You can probably find help on the Bethesda forums. I've followed your tutorial and I've got some problems with the Npc I made. You seem like and expert on this subject, so I wonder if you have any solutions to the problems I have. I wanted to make an Npc I could use as a follower and that I could marry. No conversation came up, she just said things like: ''Mmh? And when I tried to edit the Npc, I couldn't save the changes I had done. Happened every time i talked to her after that? This kind of problem is common if a race uses custom eye meshes, though there are other reasons why you might be having this issue. The newest version of the mod had a. I extracted the files in bsa commander, and carefully placed them in the correct filepaths. If i can overcome this obstacle, i am considering sharing her on skyrim nexus, with the author's permission of course. To do what you want to do, you need to combine the custom race mod with your follower mod which is well outside the scope of the tutorial. I'm not sure exactly what the problem is if you're using an existing follower, but your best bet is to contact the author of that mod. They've already solved the problem you're trying to solve. Combining mods without a special tool like WryeBash or TES5Edit requires an understanding of the mods you're merging; you can't just load multiple mods in the Creation Kit because the CK ignores data from any mod. Strange but true. You have to mod the original race mod or you need to recreate the parts of the race mod you need which is probably all of it inside your follower mod. If you're really interested in creating custom followers that depend on other mods, you're going to need to learn race modding and body modding. Doing anything outside of reusing vanilla assets gets really complicated really quickly. Thank you so much for taking the time to post this! I was able to follow it quite well, even though I have never really used the Creation kit before. I shall look into that, the link you gave ed, but it gave the right link under 'one of these pages may be useful'. Now that I have been busy with downloading mods and seeing what they can do I got quite interested in modding so your link will certainly help. Michael: Sorry, HubPages won't let me link to my hub for some reason and it's locked me out of editing my comment. Just look for my tutorial How to Make a Custom Hireling in Skyrim for the instructions on cleaning a mod. It should be linked at the bottom of this tutorial. That won't fix the problem. The problem is located in your mod. When you accidentally moved the house, you created a 'dirty edit' ie. To fix it, you need to clean your mod. Basically, you want to look at your mod in the CK's Data browser, find the reference to the inn model, tell the CK to ignore that reference the next time it loads by selecting it and hitting the Delete key on your keyboard , load your mod back into the CK, make a change to your mod, and then re-save your mod. Because you loaded and saved your mod without loading the unintentional edit, the CK will 'wipe out' the previous mistake. If you're going to do any serious modding at all, you need to know how to clean your mods in the CK, so this is a good opportunity to pick up a fundamental skill. Hope it helps. Thank you for this explanation, I love it and it seemed to have worked though I am not sure yet because of the following problem. I placed my created follower inside the Riverwood inn but I by accident moved a part of the building and tried to set it back perfectly in the creation kit while placing my follower in there and now as I want to enter the inn through the door the game shuts down. Can I fix this by just placing all mods in another folder so I don't have to download them all again and then remove skyrim and reinstall skyrim again? That should fix the building to it's original state right? You may have to use the race mod as a base for your NPC, or recreate all of the race settings in your own mod. I'm not familiar with the mod, so I'm not sure how difficult that would be, but I recommend contacting the creator of the mod. They're much more likely to be able to help you than I am since I've only really dabbled with races. Also, modders who create new skin textures can probably identify the problem and help you sort it out. Good luck! I tried everything. If you made your character in Skyrim with the race mod active and that mod uses custom tints makeup, complexion, hair color, etc. You'd have to recreate those tints in your own mod. You'd have to open the race mod, see how those are set up, and set them up the same way for your mod. Combining mods can be very tricky; it's a little outside the scope of this article, but you should be able to figure out what you need to do from the wiki. That's just a guess, though. I've tried a bunch of tutorials like this one, but yours has me the closest to what i am looking for. I am creating a companion from the custom Half Dryad-Elf race, and it has not been easy. The one problem i have left is the hair. There is a brown area covering her forehead which doesn't go away no matter what hair style i use. Also, after exporting the face data, the hair color was not included. That didn't fix it. Then, after reading through some of the posts here, I tried changing the voice. I had FemaleNord selected. Even though that's in the approved list for marriagables, it didn't work. I changed the voice to FemaleYoungEager and I got the dialog. Since the same issue no dialog was solved by myself and at least one other person here, you may want to add to your tutorial that there may be an issue with FemaleNord or at least if there is an issue, try changing the voice. I, too am having trouble with the dialog not opening for my custom NPC. I have checked, double-checked, and triple-checked that all settings are as they should be in the CK. I also tried disabling any mods that may affect NPCs - All to no avail. This tutorial really helped me. Before I found this tutorial I was working hours and hours to get my follower working and it never worked out. And now after reading this I'm able to create a new follower in barely 10 minutes. I'm not sure what's causing it, since I don't have the issue myself. If it won't pull up the dialog from the NPC, try creating a new relationship from the Object window instead listed under Character. If you set it and then change tabs it will sometimes reset. If this happens, you may need to redo your NPC. So don't delete a relationship once you've made it. Ah, I see. I thought that I had double checked to make sure it wasn't, hm. Izabella: Not sure. The CK will sometimes not generate files if it believes that they already exist, but as far as I know this only happens with LOD. Is this the first time you've generated the textures for this character? There is no Namine. Any solutions? Are the files appearing in the folders indicated in the tutorial? Like I said, I'm exporting the face settings and it still won't cooperate. Any ideas? Simulation Games. Mobile Games. Elder Scrolls. Final Fantasy. Dragon Age. Fire Emblem. Legend of Zelda. First-Person Shooters. Gaming PCs. Strategy Games. Technical How-Tos. Horror Games. Sports Games. Fighting Games. 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