Step by Step Instructions for using the built-in OCO2 Face Reassignment Script
OCO2 (Oblivion Character Overhaul 2) is really awesome, but sometimes mods which do not directly support it will have NPCs which are very odd looking. There are OCO2 compatibity mods for popular mods but not all. Now, you can create your own OCO2 compatibility patch for any mods that were not specifically designed to support OCO2 faces. This tutorial will take you through the steps to randomly assign all NPCs within an ESP of your choosing to one of the several hundred custom OCO2 faces created by nuska in the Oblivion_Character_overhual.esp.
Oblivion Character Overhual 2
TES4Edit (I'm using v 3.1.2)
1. Open TES4Edit.
2. Right click on the ESM/ESP selection list and select Deselect all.
3. Check your target ESP with vanilla NPC faces plus the Oblivion_Character_Overhual.esp. Click Load.
4. Open your target ESP and find the "Non-Player Character" record type.
5. Right-click "Non-Player Character" and select "Deep copy as override into...".
6. Select <new file> in the pop up dialog window. Click OK.
7. Type in any name you like, example: "OCO patch for target ESP".
8. Click Yes.
9. The new ESP is down at the bottom. Right click it and select "Apply Script".
10. Click on the drop down box next to the Script" label and scroll to "Oblivion - OCO faces assignment".
11. Click "OK".
If everything was successful, you should now have your "OCO patch for target ESP" shown in bold type. If any other files are in bold type, you probably did something wrong. When you quit TES4Edit, only save chanes to the OCO patch you made -- make sure you uncheck your original target mod and any other files listed. Now load this new OCO patch at the end of your load order. In Wrye Bash, you can add the
"Graphics" "NpcFaces" bashed tag and merge it into your bashed patch.
Check out the Morroblivion OCO2 Facelift Mod to see before and after pictures of the difference an OCO2 compatibility patch can make.