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This part I'm much less sure of, but it's what I had to do to make some changes stick if they weren't part of what got exported as face gen data. I needed to set the relationship between a follower in one esp (esp 1) with another in a different esp (esp 2). Problem was even loading both in the creation kit wouldn't keep that relationship after I saved.
Turns out that Creation kit requires a plugin to be seen as a master file in order for other plugins to use its data. It's why you'll see some things like hair mods done by good modders saved as esms, So I had to temporarily make the creation kit think esp 2 was a master (esm) file. I followed this: https://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page-2#entry6035531
As far as creating goes, did you flag all of the master mods as ESM with xEdit? CK without CK Fixes will not let you set an .esp as a master unless it has an ESM flag set with xEdit. It will revert any changes made involving those files.
I just tested this out and holy crap that was a lot easier. I just added an esp as a master for another in xedit. Showed as a master in CK for that esp, let me use the "master" esp's data, etc. Showed up in game just as expected... and took 1/10th the time and less risk.
Just looked at the list you gave. KS hairdos is set as an esp. Might try apachii, set as esm, I personally liked the options better and was easy to use on my custom follower. Just loaded it as a master when editing.
https://steamcommunity.com/sharedfiles/filedetails/?id=1838890646
Thanks for the tip and the share. That apachii hair set looks great. Downloading now.
EDIT: I made the hair mod as an esm and the hair now shows up, but the characters face is still dark even after I copied the meshes and textures back.
EDIT2: I think I figured it out. It has to do with Mia's textures and setup. I think it will work if I start a new NPC from scratch.