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Thiero

Collection of graphical bugs, including double-iris and purple bodies

Question

After playing F&L for a while, I ended up encountering some graphical errors. Most are small things, barely worth mentioning, like smoking characters will keep their mouth in a strange "O" shape while talking unless I exit and wait for them to stop smoking. But some are a bit more immersion breaking. The most prominent is that some characters will have strange, purple bodies with normal toned heads, which I can only guess is a problem with Robert's body mod (my own character, and all others not in Freeside seem fine though). I did not encounter this glitch in anywhere except Freeside so far, but I have only explored a small potion of the Mojave.

The second most annoying graphical error, is the extreme contrast between the skin tone of the heads of some female characters, and their bodies. While the male body problem was far more noticeable, the  female body one is more widespread, and occasionally it won't just be difference in tone, but the head will be too big for the body. I assume this is a conflict of some kind with the type3 body for females.

Also, willow has a rather strange "double-eye", where she seems to have to irises joined at their edges, framed by red. I have checked other character's and she seems to be the only one suffering from it (although in character creation I noticed than many optional eyes would result in the player character having the same issue, blocking most choices).

And lastly, sometimes when wearing power armor, particularly T-51b, the shoulders do not move correctly with the rest of the armor when drawing certain weapons, The shoulders still move, just dislocated, suspended above the character as if the weapon were not drawn. It isn't as bad while standing, but crouching seems to amplify its strange positioning. This only happens with certain weapons, like the Gauss Rifle.

Also, some objects will have a floating black/green box above them.

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I think the strange O one's just an engine issue cause it happens in Fallout 3 as well.

 

Your issue in the third screenie may well be down to an Ini file change you've likely not made. you need to set the value bLoadFaceGenHeadEGTFiles=1 in the [General] section of fallout.ini (EDIT: if it's not there, write it in.)

 

You're always going to have some 'neck seam' in New Vegas. It's a game limitation, unfortunately. You can minimize it a bit by judicious choice of textures etc, but it's always going to be there in some way. I'd suggest also looking at one of the mods on Nexus that automatically allocates 'neck seam concealer' necklaces/chains etc to all characters on cell load. Search Nexus for one, or I think in the current F and L guide SRB suggests one now.

 

The double Iris issue is an issue with the Fallout Character Overhaul mod versus the Fallout New Vegas Redesigned mod. It's a mesh issue. I believe you can fix that by just unticking the FCO plugins, including the Willow one. This wont crash the game, cause all FNVRedesigned needs is the meshes from FCO, which it gets if you leave the mod installed and hide all the esps and esms. Also in the current iteration of the guide SRB has you remove a lot of FCO records. That is designed to fix it. Personally I don't use FCO's willow patch cause I prefer her original look.

 

Cant help with the power armor as I never use it. Sorry.

Edited by Nozzer66
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I think the strange O one's just an engine issue cause it happens in Fallout 3 as well.

 

Your issue in the third screenie may well be down to an Ini file change you've likely not made. you need to set the value bLoadFaceGenHeadEGTFiles=1 in the [General] section of fallout.ini (EDIT: if it's not there, write it in.)

 

You're always going to have some 'neck seam' in New Vegas. It's a game limitation, unfortunately. You can minimize it a bit by judicious choice of textures etc, but it's always going to be there in some way. I'd suggest also looking at one of the mods on Nexus that automatically allocates 'neck seam concealer' necklaces/chains etc to all characters on cell load. Search Nexus for one, or I think in the current F and L guide SRB suggests one now.

 

The double Iris issue is an issue with the Fallout Character Overhaul mod versus the Fallout New Vegas Redesigned mod. It's a mesh issue. I believe you can fix that by just unticking the FCO plugins, including the Willow one. This wont crash the game, cause all FNVRedesigned needs is the meshes from FCO, which it gets if you leave the mod installed and hide all the esps and esms. Also in the current iteration of the guide SRB has you remove a lot of FCO records. That is designed to fix it. Personally I don't use FCO's willow patch cause I prefer her original look.

 

Cant help with the power armor as I never use it. Sorry.

The ini file seemed to revert that one line every-time I exited FNV, until I edited it in notepad plus. Disabling all the FCO plugins and fixing the ini discrepancy fixed most of the issues, head skin tone now usually matches body skin tone of females perfectly, and willow doesn't have alien eyes. It also seems to have lessened how badly the purple bodies look, now only darker skinned NPCs have purple arms/bodies.

L1KNzno.jpglNwRHxO.jpgCYV6lyD.jpgIbjqwfC.jpgprzwWJV.jpg

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That purple tint May be a Roberts issue. sure. I think NVR3 actually suggests reloading Roberts textures after you install it. Worth a shot. 

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That purple tint May be a Roberts issue. sure. I think NVR3 actually suggests reloading Roberts textures after you install it. Worth a shot. 

Do you mean reinstalling? Or just ticking/unticking?

EDIT: I see that the bashed patch also has a warning tag saying that it is missing FCOMaster.esm and FCO-Glowing One.esp, will that cause issues?

Edited by Thiero

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Yep. Redo the bashed patch.

 

No just reinstall the textures. I usually just do a separate mod with just the textures in it.

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Yep. Redo the bashed patch.

 

No just reinstall the textures. I usually just do a separate mod with just the textures in it.

Will I have to start a new game? And will creating the bashed patch have any different instructions than on the main F&LINV page? Also, should I delete the "Textures" folder (meshes folder too?) in the Roberts body mod and make a new mod with just the textures and put that mod below the one with the esp?

Edited by Thiero

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Shouldn't have to restart. And nope just redo it exactly as previous. 

 

If you're going to reload the Roberts textures like that the new mod needs to be after NVRIII.

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Shouldn't have to restart. And nope just redo it exactly as previous. 

 

If you're going to reload the Roberts textures like that the new mod needs to be after NVRIII.

I still get purple bodies, even after staring a new game.dwx1I2l.jpgkUyxmTL.png

Edited by Thiero

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I assume this is an issue with NVR3 + FCO + Roberts. I install these in such a way (off the guide) that I manage to prevent this issue. Firstly, any double iris problems are caused by NVR3 overwriting important files in FCO. The first thing I do Is install NVR3 according to the directions. Then I install FCO and load it after NVR3. However, I don't use the regular .esm for FCO as it causes too many issues. I use NVR3 for editing the NPC's and use FCO for the player character. I use the "FCO - No NPC Edits" optional file instead of the FCO.esm. Or rather editing the .esm to remove the NPC edits. I found that this is the best way to install both of these mods to get them to work right. Here is an example of what I do: Link. The obvious downside to this is that you don't get the FCO NPC Edits for quest mods like Beyond Boulder Dome. However, I find that I would rather have regular head meshes than mismatched bodies. 

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I assume this is an issue with NVR3 + FCO + Roberts. I install these in such a way (off the guide) that I manage to prevent this issue. Firstly, any double iris problems are caused by NVR3 overwriting important files in FCO. The first thing I do Is install NVR3 according to the directions. Then I install FCO and load it after NVR3. However, I don't use the regular .esm for FCO as it causes too many issues. I use NVR3 for editing the NPC's and use FCO for the player character. I use the "FCO - No NPC Edits" optional file instead of the FCO.esm. Or rather editing the .esm to remove the NPC edits. I found that this is the best way to install both of these mods to get them to work right. Here is an example of what I do: Link. The obvious downside to this is that you don't get the FCO NPC Edits for quest mods like Beyond Boulder Dome. However, I find that I would rather have regular head meshes than mismatched bodies. 

So do I set my esps for FCO like this, then rebuild the bashed patch in the same way in the guide?

Zfyl20T.png

Edited by Thiero

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Doesn't EssArrBee suggest editting the FCO.esm to remove the NPC edits anyway?

 

Got to admit though, Audley, that does look like a quite adequate solution.

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I still get slight discoloration on dark-skinned npcs after moving all fco esps to optional and rebuilding bashed patch. Additionally the face textures/meshes on the more generic chars seem... lower quality?

SC5IOGv.jpg

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Well looking at your pic it seems you don't have FCO - No NPC.esp activated.

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Well looking at your pic it seems you don't have FCO - No NPC.esp activated.

After creating the bashed patch, a lot of plugins were unticked. I assumed this was supposed to happen and that I was to leave them unticked. What esps should I retick.

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After creating the bashed patch, a lot of plugins were unticked. I assumed this was supposed to happen and that I was to leave them unticked. What esps should I retick.

Don't retick any. Those plugins that Wrye Flash unticks are the ones that were completely merged to Bashed Patch. This helps you reduce the size of the load order since the limit is 140.

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