Starsickle Posted October 23, 2009 Share Posted October 23, 2009 I have a mod with some NPCs, and I recently found out I can load more than one master file, so I did that when working on it hte next session and put the hair and eyes on my NPCs. Much needed visual upgrades on some of my NPCs, but when I find them in game they aren't using the hairstyles and default to the..well..default hairs. The eyes work, though...and MY hair works...very strange. I can load my ESP and see the styles on them when I pull up the NPCs. Any ideas? Mod currently requires Hairpack.esm, but not the esp - could that be it? Link to comment Share on other sites More sharing options...
csb Posted October 24, 2009 Share Posted October 24, 2009 I have a mod with some NPCs, and I recently found out I can load more than one master file, so I did that when working on it hte next session and put the hair and eyes on my NPCs. Much needed visual upgrades on some of my NPCs, but when I find them in game they aren't using the hairstyles and default to the..well..default hairs. The eyes work, though...and MY hair works...very strange. I can load my ESP and see the styles on them when I pull up the NPCs. Any ideas? Mod currently requires Hairpack.esm, but not the esp - could that be it? It is easy with NPCs and lots of mods to have cosmetic things get over-written. Get FO3Edit and Miax's great guide on using it here ... Once you get a handle on FO3Edit, get Ling's Finer Things - Coiffure., you can replace HairPack.esm as a master (the guide will tell you how). It adds a ton more options than HairPack, and uses the same FormIDs (thus no conflicts). Also get Ling's Pretty Things -- a great overhaul of the vanilla NPCs in the game. With FO3Edit and those things in place, you are ready to create your first merge patch -- where YOU get to decide which NPC gets which mod's "tweaks". Hope this helps. Link to comment Share on other sites More sharing options...
Starsickle Posted October 24, 2009 Author Share Posted October 24, 2009 It is easy with NPCs and lots of mods to have cosmetic things get over-written. Get FO3Edit and Miax's great guide on using it here ... Once you get a handle on FO3Edit, get Ling's Finer Things - Coiffure., you can replace HairPack.esm as a master (the guide will tell you how). It adds a ton more options than HairPack, and uses the same FormIDs (thus no conflicts). Also get Ling's Pretty Things -- a great overhaul of the vanilla NPCs in the game. With FO3Edit and those things in place, you are ready to create your first merge patch -- where YOU get to decide which NPC gets which mod's "tweaks". Hope this helps. Very awesome. Thanks. I actually have Ling's finer things and didn't know that about the mod. So if that is loading after hairpack, and is delcaring and using hte same things, I might as well nix hairpack and just use that and coiffure, right? That's also very fortuitous because I wanted to actually work some few select clothes in that mod, as well. Basically, the mod I'm working on introduces a questline that takes place with 11 or 12 NPCs, and you may get companions. I havn't looked into the nuts and bolts of using SCC, but that is what I was going with for companion functionality. EDIT: oh nuts the Coiffure mod is blocked... EDIT2: OKay, I'm a bit confused after reading more carefully - You're saying that I must replace The hairpack.esm master in my mod with another mod? Specifically, Ling's finer things or the Coiffure mod? I'm not so far ahead in making the mod that I don't mind starting over, I have form IDs I want to change, anyways. So should I just start a new mod and label XYZ as a data file instead? It seems faster than making a lot of changes and learning FO3 before going any further. Link to comment Share on other sites More sharing options...
csb Posted October 24, 2009 Share Posted October 24, 2009 It is a bit more involved (just a wee bit). Mainly it is starting your load order in Fallout Mod Manager (Timeslip) and playing with the load order, then testing for conflicts in FO3Edit. But yes, in short, the last-loaded mod "wins" conflicts. So if HairPack.esm loads after LingsFinerThings.esm or LingsFinerThings - Coiffure.esm, then it would be the conflict winner. Secondly, various plug-ins (.esp files) point to various .esm (master) files. So for those mods that use HairPack.esm as their master, you have to edit their MASTer reference to point to LingsFinerThings - Coiffure instead. All in all, it's about 5 minutes of work in FO3Edit. After which, HairPack.esm can be safely deleted. You can do the same with LingsFinerThings.esm, but there are some FormID issues to resolve (Coiffure is the "compatible" one). Miax's great guide on FO3Edit has been Web-enized to work in your browser. Either that version or his original Word version will have you running conflict-free in short order. Link to comment Share on other sites More sharing options...
Starsickle Posted October 24, 2009 Author Share Posted October 24, 2009 It is a bit more involved (just a wee bit). Mainly it is starting your load order in Fallout Mod Manager (Timeslip) and playing with the load order, then testing for conflicts in FO3Edit. But yes, in short, the last-loaded mod "wins" conflicts. So if HairPack.esm loads after LingsFinerThings.esm or LingsFinerThings - Coiffure.esm, then it would be the conflict winner. Secondly, various plug-ins (.esp files) point to various .esm (master) files. So for those mods that use HairPack.esm as their master, you have to edit their MASTer reference to point to LingsFinerThings - Coiffure instead. All in all, it's about 5 minutes of work in FO3Edit. After which, HairPack.esm can be safely deleted. You can do the same with LingsFinerThings.esm, but there are some FormID issues to resolve (Coiffure is the "compatible" one). Miax's great guide on FO3Edit has been Web-enized to work in your browser. Either that version or his original Word version will have you running conflict-free in short order. It looks like an informative thing - but I was more curious in the work process. Thanks for the reminder on the hairpack req...Hmmm... I could probably just change the load order for now. Here's what it is atm, excluding a few Fallout3.esm ThePitt.esm Anchorage.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - Main.esp CRAFT.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - *censored* Map Markers.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp SP_Destruction_MASTER.esm LingsFinerThings.esm SomePoses.esp HairPack.esm Mart's Mutant Mod.esm Mart's Mutant Mod.esp Playthings.esp hair_add_npc.esp eyes_hairpack_en.esp SP_Destruction - 2 - Doors.esp SP_Destruction - 3 - Bathrooms.esp SP_Destruction - 3 - Electronics.esp SP_Destruction - 3 - Furniture.esp Mart's Mutant Mod - Increased Spawns.esp SP_Destruction - 3 - Misc Items.esp SP_Destruction - 3 - Misc Movable Static.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - No Ghoul Raise.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp SP_Destruction - 4 - Operation Anchorage.esp Mart's Mutant Mod - FOOK2.esp MTC Wasteland Travellers.esp SP_Destruction - 5 - The Pitt.esp Not alone in the Wasteland anymore.esp Megaton Expansion Project V03.esm Penetrating Lasers.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Original Perks.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp UPP - Experience Perks.esp Fellout-Anchorage.esp StripClub.esp The Prisoners.esp Sharing and Caring Companions.esm SeducingWomen.esm sc_lovers_resource.esm sc_wasteland_pimp.esm Dalls_Apartment.esp TossedMines.esp SOL.esp CombatEnhanced-Package v02.esp Fellout-pipboylight.esp Fellout-Full.esp HoverChair 0.3.esp NotSoFast.esp MalikaTheGypsyByAzar.esp PEDress.esp hansel.esp gretal.esp Enclave Theme.esp IntoTheDeepWoods.esp SeducingWomen_-_override.esp StreetLights.esp Owned!.esp HeirApparent.esp DragoonFemale.esp 3EFdrgplate.esp DCInteriors_ComboEdition.esp SCC 187GURLZ.esp Animy_prostitution.esp sc_blackmailing_silver.esp sc_acquiring_mei.esp sc_toying_with_angela.esp sc_wp_captives.esp sc_wp_arefu.esp sc_wp_luring_lucy.esp sc_saving_nova.esp sc_wp_red.esp BriannaCompanion.esp JessiCompanion.esp KelseyCompanion.esp CompanionCherry.esp FPS Grenade Hotkey.esp Scout Outfits.esp Mysteriouswoman_scout.esp Tattered_suits.esp Draz conversions.esp Freebooter_Armor.esp japanese_armor_set.esp CRAFT - Activation Perk.esp jmschematics - CRAFT.esp LingsFinerThings.esp Paradise Apartment.esp autocannon.esp Enhanced Weather - Rain and Snow.esm Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp ArefuExpandedByAzar.esm ArefuExpandedByAzar-Radio.esp RivetCityConApt V2_1.esp Nuka Cola Theme 3000 v1.esp ReconArmorMKII.esp bigtownhouse.esp Companion Chiaki Kurosawa.esp 01AtM - Firefly Ranch.esp outcast_comp.esp Cryo Weapons - Vanilla.esp x x x x - this one is the current project Total active plugins: 115 Total plugins: 129 Link to comment Share on other sites More sharing options...
csb Posted October 24, 2009 Share Posted October 24, 2009 Just moving might not resolve all the cosmetic issues, as it is also dependent on the .esp files' load order, particularly ones that reference HairPack.esm as their master. In general, the process goes something like this: Set your load order in FOMM (after a while you get a feel for which mods might conflict). Start FO3Edit and run the conflict detection filter. Note which mods conflict and expand the tree view to see if it is something fixable by playing with load order. Quit FO3Edit, open FOMM and tinker some more. Rinse, lather, repeat until you are certain that load order alone won't solve certain conflicts. Start FO3Edit, run the conflict detection filter again. Create an automated Merge Patch. Save, exit, restart FO3Edit. Start stepping through to catch conflicts the automated method missed, or to fine-tune some conflict resolutions more to your liking. Once you are conflict-free (or have the conflicts resolved satisfactorily), run FO3Edit in Master Update Mode -- this resolves some Bethesda-related game issues, and provides even more in-game stability. Practice certainly gives you a feel for things after a while and the process becomes almost second-nature. Remember that any time you add a new mod or change the load order, you should again run FO3Edit, though in such cases, any new conflicts should be minimal and quickly corrected. Hope this helps. Get Miax's great guide to go along with ElminsterAU's awesome tool. And if you don't have it, get Fallout Mod Manager (FOMM) by Timeslip ... the two utilities are designed to work hand-in-hand in managing your mods and correcting conflicts. Link to comment Share on other sites More sharing options...
Starsickle Posted October 24, 2009 Author Share Posted October 24, 2009 I figured it out. It isn't necessarily Hairpack. The problem mod is Playthings. Shame, too, as that one was amusing, lemme see if I can move it and make it all work. Guess not. I disabled Hairpack, and I'll work under Ling's, since that is much nicer and actually features LONG hair! I grabbed the tools and stuff and played a bit. Very few conflicts. So what I'll do is jut start over - it'll be good. Link to comment Share on other sites More sharing options...
csb Posted October 25, 2009 Share Posted October 25, 2009 You can get the Web-enized version of Miax's great guide. FO3Edit's a must-have utility for both gamers and modders and Miax's great guide will show you how to use it to make your mod collection conflict-free (as well as showing how to update the MASTer list so that a mod that formerly pointed to HairPack.esm now points to LingsFinerThings - Coiffure.esm. Hope this helps and good luck! :) Link to comment Share on other sites More sharing options...
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