From Skyrim Nexus Latest Files



NL4 U NPC will change the appearance for all included NPC and also makes some non-appearance changes for some as well such as weight, outfit worn, raising level cap for some followers etc

After taking a break from Skyrim I came back, I always come back. This time for SE and wanted a different setup then I had been using for Legacy. So I decided not to use the many NPC mods that I normally use. This meant of course that I was back to original faces. If I wanted to change their appearance I could not use someone elses mod and had to make the change myself. Who would I change? What would they look like?

Part self challenge, Part fun and also it has been years since I had looked at their original faces so maybe part nostalgia. This mod is the current result of this little adventure of mine. I decided to share these so others who like them could use it as well if they want and will update in the future if I change more of them

Modding is not a Competitive Sport:

Let me make this very clear since I am releasing this mod in a very crowded category. I did not make this to compete with, look better, or be more popular then other mods that cover any of these same NPC. So comments asking why I changed such and such NPC that is already done by who and what is not helpful or relevant. Your favorite colour is Red, you find your favorite Red Dress here and get into game and are in love. Now you play with that and 1000 hours and 10 sessions later how good is that dress for you? You go back and find someone made a Blue Dress that looks very different, it is not your favorite colour or design but you still like how it looks and more importantly it is new and different then what you have been staring at for a very long time. NL4 is the Blue Dress

Some Assembly Required:

After installation go to your data folder. Under texturesNL4FitBody

You need to manually place in a texture file named femalebody_1_msn

This change was made to give some female NPC a more Fit Athletic look

This should be an alternate “Muscular” normal of your choice that is either pre-made or one you blend yourself that works with the texture set you use as replacer for female

If this is a change you do not want then just place a copy of your default normal from texturesactorscharacterfemale


Not for use on existing saves. This is due to how the game handles data for NPC for the last plugin that modified their actor record. Could be a mod or the game itself it matters not. Once you start a game the information from the last plugin that modifies an NPC actor record gets baked in your save. Changing the plugin that modifies an NPC midgame by adding or removing mods or even changing load order will usually cause issues for them in your game. For this reason it is important to have your NPC mods in the order you want with all compatibility issues resolved for any that edit the same NPC BEFORE you start your game


It is not safe to add or remove this midgame

It is not safe to edit the record with Creation Kit. Use Xedit “TES5edit” for this version of game

It is not safe to extract this BSA and use as loose files in your game as you will break this and possibly other mods as well. There will be no support for any who do this and DO NOT advise this for other users on this page!

NPC Changed:


Adelaisa =80

Adrianne =60

Aela =50

Ahtar =90

Aicantar =40

Alvor =100

Amren =70

Annekke =60

Anuriel =20

Balgruuf =60

Balimund =90

Belrand =60

Benor =90

Birna =50

Bolgeir =70

Bolund =50

Borgakh =80

Brelyna =40

Bryling =90

Brynjolf =50

Camilla =70

Carlotta =90

Colette =90

Cosnach =40

Dagur =40

Delacourt =40

Delphine =50

Delvin =50

Dinya =60

Drevis =30

Elisif =50

Elrindir =30

Endarie =80

Erdi =10

Erik =30 Slayer 70

Erikur =40

Faendal =50

Faida =70

Faleen =90

Faralda =80

Farengar =30

Farkas =90

Fihada =20

Freir =80

Gerdur =80

Golldir =70

Grelka =40

Gwilin =30

Haelga =80

Haran =30

Hermir =40

Hrongar =100

Hulda =20

Ingrod Y =30

Ingun =70

Iona =90

Irileth =100

Jenassa =40

Jon B =50

Jonna =60

Jordis =70

Karita =60

Lami =50

Lisbet =70

Lisette =80

Luaffyn =70

Lydia =40

Lynly =30

Madena =60

Marcurio =20

Mikael =30

Mjoll =80

Muirr i=30

Narri =80

Nenya =30

Niranya =50

Nirya =20

Nivenor =80

Njada =20

Olfina =50

Onmund =30

Pantea =70

Ranmir =70

Revyn =30

Rhiada =10

Rustleif =60

Saadia =70

Saffir =60

Sapphire =10

Sayma =60

Sigrid =10

Sigurd =40

Silda =20

Solaf =70

Stenvar =70

Sven =40

Taarie =40

Tacitus =70

Temba =99

Thonnir =70

Tonilia =10

Ugor =40

Ulfric =99

Uthgerd =100

Valga =20

Vex =70

Vilkas =60

Vorstag =90

Wylandriah =50

Ysolda =10

Zaria =20

Alternate Images

Compatibility & Load Order:

You are expected to read this before asking or offering help regarding issues such as blackfaced NPC that are the result of using this alongside other conflicting mods

NL4 is likely to conflict with other mods you may wish to use alongside in your game. The following info is to help you eliminate or atleast greatly reduce issues that may arise from using this with other conflicting mods so you can spend more time playing and enjoying this and less ( Hopefully None ) trying to fix problems

This is General info to help you get PCR with any conflicting mods before you use this on a new game

The most common way to get issues for NPC such as blackface is when the facegen files loaded in your game do not match the record changes in the last esp which also modified them. This is of course caused from using conflicting mods which edit the same NPC without Proper Conflict Resolution ( PCR ) in your game. NL4 contains full edits. Specifically for all NPC here new facegen (Mesh and Texture) has been generated/exported/archived as BSA and they also have matching record changes in this esp. This will determine in general what can and cannot be used alongside this and in what order

If a mod edits any NPC and includes BOTH facegen mesh and texture files AND edits their actor record in the esp then that mod has FULL edits for that NPC. Any other change to NPC which does not include all 3 is PARTIAL edits

Mods which contain only conflicting esp or record changes without facegen (Partial)

PCR: Ensure these load before NL4

Mods which contain any conflicting facegen archived in BSA without also changing them in its esp (Partial)

PCR: Ensure these load before NL4

Mods which have full edits to any conflicting NPC with facegen from that mod archived in BSA (Full)

PCR: These mods can be loaded before or after NL4 with the one loading after determining all stats to include appearance for any conflicting NPC

Mods which have full edits to any conflicting NPC that installs facegen from that mod as loose files and record changes to match (Full)

PCR: Ensure these load after NL4

Mods that install any conflicting facegen as loose files with no conflicting record changes for those NPC in its esp if it even has one are not compatible and can not be used alongside this with load order irrelevant (Partial)

There are many mods here that edit NPC and install partial or full facegen files loose in your game directory. There is a place for loose files when modding your game but facegen files are not in that place. For these files to work correctly they must always be archived to ensure they load in the same order as the plugin. When they are loose that connection is severed and the assets in this case facegen files for an actor can and will usually load in a different order then the plugin which results in issues for that NPC. If you disable the plugin for that mod you only remove the record changes for the NPC and the facegen remains unless manually removed and still loads in your game. This should never happen. These files if placed loose in your game are actually replaced and overwritten by any similar conflicting mod installed after so you lose the integrity of that mod and it is now broken and can only be fixed by reinstalling. Once you reinstall you of course just replaced and broke any other similar before and you are now essentially creating a game that is broken by default and only “works” with an EXACT install AND load order

When a mod that edits NPC has its facegen correctly packed in BSA it preserves the integrity of its files and is not overwritten by other mods that are installed after and of course will not overwrite any of the same that installed before. So install order no longer matters and never should have. Only load order matters which is easily changed. It also ensures that the facegen files from that mod load in your game in the same order as the plugin which is very important

For any other mod that covers the same NPC you should always use the BSA version of that mod whenever possible. If there is not one you should Ask Nicely for the Author to atleast offer it as an option. Remember, that mod may contain more then facegen files and there may be others that can safely be left loose such as if the NPC were given their own body and textures those are fine to remain as loose files for convenience of changing them out so the entirety of the mod does not need to be archived but the facegen always should be

I understand that some Authors have and will continue to release mods that edit NPC as loose files and Users will also continue using them which is why I have them listed in Compatibility above and list the only correct PCR for them that does not require making changes to either mod. They must always be full edits only and always load after if you choose to use them

I have however run out of patience with users advising others that they should resolve conflicts between mods with BSA like mine and others that are loose by extracting my BSA and using them as loose files in their game. You do not fight fire with fire and two wrongs make one more wrong then you started with. Any user that encourages other users to break my mod and their game with this “helpful” advice should expect that post to be locked, that user warned and that post marked as harmful and possibly hidden as well. If they persist after I do this then it is likely they will be blocked


Q: Why does this mod have so many requirements?

A: That is how I made the mod for myself even before deciding to share it. I also do not include assets from other mods if I dont have to. If I did include them the size would greatly increase to an unreasonable amount simply due to the number of NPC this mod covers

Q: There are many hairs I do not wish to scroll through when making my character, how can I fix that?

A: The hair mods do add alot of hairs to your game. By default these are all usable by you the player as well so they of course show up in your character creation. You cannot delete hairs you dont like but you can remove them so you do not have to see them when making your character. For your own game you can choose to either modify the hair mod plugin directly or preferably create a patched plugin ( so you can share it ) that sets them as master that loads after. Now for each hair you do not like and know you will never use for your player remove the playable flag. NPC will still be able to reference them and could care less whether or not they are playable and in fact there are many in the game that are used by NPC and not player already. Any hair that you do that for will no longer show up in your character creation menu and you will have only the ones you like and will use visible

Advanced Info for getting the face you want when using multiple mods that edit the same NPC:
You will need to have a BSA Extractor, Xedit and Creation Kit installed for this. You wont be using CK itself but you will need the tool that comes with it Archive.exe found under …SteamAppscommonSkyrim

You have mod A and B that both edits Lydia because well of course they do lol. They also both edit Jordis. You really prefer the look of Lydia from mod A and the Jordis from mod B. If you load A after B you get the Lydia you want but not the Jordis. If you load B after A you get the Jordis you want but not the Lydia. Cue sadface, so you cant have both if using them together…or can you? Yes you can get what you want but not without modifying one or both mods first. First thing you do is compare both changes from both mods. The one that has the most faces you like you will load after so in this case that would be mod B. So you will be loading B after A. Now to get the Lydia you want from A to show up in your game you must modify mod B. You open up B.esp in Xedit and find Lydia, for each NPC they will have a unique number associated with them. You will want to write this down as you will need it later. In Lydia’s case this number is 000A2C8E

You delete Lydias record edits from B.esp and then save and close Xedit

Now you must also delete 2 facegen files that are included in Mod B. That number you wrote down is now needed as both files will have that number as their name. Both mod A and B have correctly archived their respective facegen files in BSA. In your data folder there is a BSA named B which you will need to temporarily extract to make the change you want. There is also of course an existing meshes and textures folders as well. First rename meshes to something like 000meshes and textures to 000textures. It does not matter what the new name is so long as you name it something different. Use your BSA extractor of choice and extract B in place then delete the BSA, by extracting it will have placed all its facegen data as loose files which is normally bad but you wont be leaving them loose

MeshesActorsCharacterFaceGenDataFaceGeomSkyrim.esm00A2C8E “delete”

TexturesActorsCharacterFaceGenDataFaceTintSkyrim.esm00A2C8E “delete”

After deleting the 2 facegen files associated with Lydia Launch Archive.exe

If you have not used it before change the default path so it is looking inside your data folder. Once set it will remember and you wont need to do it again. Drag and Drop both meshes and textures folders which right now only contain the files you extracted from B since you renamed your existing folders.

Using dropdown from edit choose “Check all Items”

check the boxes for both meshes and textures

Using the dropdown from File choose “Save As”

It will prompt you to name the new BSA which you must use the same name as original to match the plugin so for this example it is B

Now delete both meshes and textures folders that contain all the extracted loose facegen from B

Rename 000meshes back to meshes and 000textures back to textures

Since you have now done this to modify mod B to remove its Lydia you can now get the Lydia you wanted from mod A to show up even though it is loaded before B in your game. So you get what you wanted and no longer have to choose one or the other you get them both, cue happy face

Remember this is a change you will want to do before starting a game as if you did this midgame you would correctly have the face you wanted for her but if mod B was loaded after A when you met her that data is still in your save and can still cause problems for her

Modders Resource List:

No assets are included from any mod listed here but they were used to help create the facegen

Ethereal Elven Overhaul by nuska Freckle Mania 2 by tetrodoxin Ravens Warpaint by Raven XCE – Warpaint and Dirt by Xenius Better Makeup for SKSE by Diethardt 2k Lip Tints – All Races – Better Coverage by Miriam Aesthetic Elves by Ruddy88 Realistic Hair Colors by Redprincess79 RaceMenu by Expired

Fair Skin Complexion by HHaleyy

NSFW Adult Mod Nudity

Caliente’s Beautiful Bodies Enhancer -CBBE- by Ousnius and Caliente

NSFW Adult Mod Nudity

SAM Light by VectorPlexus and KouLeifoh

NSFW Adult Mod Nudity

KS Hair Transparency Fix SSE by Kalilies Stealthic Artsick Custom22 Ruhadre Eyes AO Clipping Fix by Artsick Permission:

You may not upload this to other sites, if I want it there ill put it there myself

You may host a patched esp to get NL4 compatible with mods that alter non-appearance stats such as AI/Combat/lvls/outfits/class etc, if you do this add NL4 to your Requirements that way it is hot linked on both our pages without the need for me to add it myself

For anything else just ask me via PM

Leave a Reply