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White Face Black Body


DavidAnarchy

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I have already tried to do the whole "bLoadFaceGenHeadEGTFiles=1" thing and it didn't work. I have my load order below. I'm trying to start a new play-through with these mods and this is the only problem with the entire setup I have had. If I could get some help I would really appreciate it.

 

Note 1: I should say that I'm using Mod Organizer.

Note 2: Sometimes the faces will fix themselves when I launch the game completely at random.

 

Load Order:

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 StreetLights.esm
4 4 BrokenSteel.esm
5 5 PointLookout.esm
6 6 Zeta.esm
7 7 Unofficial Fallout 3 Patch.esm
8 8 iHUD.esm
9 9 aHUD.esm
10 a CALIBR.esm
11 b Mart's Mutant Mod.esm
12 c DCInteriors_ComboEdition.esm
13 d Project Beauty.esm
14 e EVE.esm
15 f ArefuExpandedByAzar.esm
16 10 FCOMaster.esm
17 11 CRAFT.esm
18 12 FO3 Wanderers Edition - Main File.esm
19 13 RH_IRONSIGHTS.esm
20 14 FO3 Wanderers Edition - Alternate Travel.esp
21 15 CASM.esp
22 16 DarNifiedUIF3.esp
23 17 DynamicCrosshair.esp
24 18 RH_IronSights_RemoveReticule.esp
25 19 FO3 Wanderers Edition - Main File.esp
26 1a FO3 Wanderers Edition - DLC Broken Steel.esp
27 1b Blackened FWE + MMM + EVE + Project Beauty.esp
28 1c Fellout-Full.esp
Project Beauty - Fallout Character Overhaul.esp
29 1d TiesThatBind.esp
30 1e Megaton Walkway.esp
31 1f FO3 Wanderers Edition - DLC Anchorage.esp
32 20 RH_IronSights_Basic_AnchoragePlugin.esp
33 21 UndergroundHideout.esp
34 22 Dogmeat Leather Armor - CRAFT.esp
35 23 WeaponModKits.esp
36 24 CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp
37 25 WeaponModKits - BrokenSteel.esp
38 26 WeaponModKits - OperationAnchorage.esp
39 27 Fellout-Anchorage.esp
40 28 Fellout-BrokenSteel.esp
41 29 Fellout-pipboylight.esp
42 2a FO3 Wanderers Edition - DLC Mothership Zeta.esp
43 2b Fellout-Zeta.esp
44 2c pipboy2500_fo3_edisleado.esp
45 2d CRBSOR.esp
46 2e FO3_WRP.esp
47 2f GNR Enhanced.esp
48 30 BBBackpacks-v1-1.esp
49 31 RH_IronSights_Basic_ZetaPlugin.esp
50 32 RH_IronSights_Basic_VanillaPlugin.esp
51 33 Fellout-PointLookout.esp
52 34 FO3 Wanderers Edition - DLC Point Lookout.esp
53 35 RH_IronSights_Basic_PointLookoutPlugin.esp
54 36 RH_IronSights_PL_NewItems.esp
55 37 ArefuExpandedByAzar-Radio.esp
56 38 MercMashup.esp
57 39 FO3 Wanderers Edition - DLC The Pitt.esp
58 3a RH_IronSights_Pitt_NewRifleSights.esp
59 3b WeaponModKits - ThePitt.esp
60 3c WeaponModKits - PointLookout.esp
61 3d RH_IronSights_Basic_PittPlugin.esp
62 3e RH_IronSights_Basic_BrokenSteelPlugin.esp
63 3f FO3 Wanderers Edition - Optional Restore Tracers.esp
64 40 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
65 41 Mart's Mutant Mod - Natural Selection.esp
66 42 Mart's Mutant Mod - Tougher Traders.esp
67 43 Mart's Mutant Mod - Zones Respawn.esp
68 44 Mart's Mutant Mod - Project Beauty.esp
69 45 Project Beauty- Broken Steel.esp
70 46 Project Beauty- Point Lookout.esp
71 47 Merged Patch.esp
Edited by DavidAnarchy
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your load order is incorrect

Would you please elaborate?

 

 

  1. Slot 27 indicates exactly why it is incorrect.
  2. FWE = any an all data it may effect needs to be above it.
  3. MMM = **
  4. EVE = any thing effecting any weapons it may effect yata yata yata **
  5. PB = MMM + any mod effecting NPC's and creatures **

( ** ) represents "dito"

 

Enough ?

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your load order is incorrect

Would you please elaborate?

 

 

  1. Slot 27 indicates exactly why it is incorrect.
  2. FWE = any an all data it may effect needs to be above it.
  3. MMM = **
  4. EVE = any thing effecting any weapons it may effect yata yata yata **
  5. PB = MMM + any mod effecting NPC's and creatures **

( ** ) represents "dito"

 

Enough ?

 

I've done some play testing with it and it all (with the exception of the faces) works just fine. So I don't think that's the problem.

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Elaborate:

FWE always goes under MMM, why?

 

because some of it is already Embeded into FWE ergo FWE goes later in the load order.

 

choice of mods to control Beatifications of creatures and NPC's "Project Beauty" must be in line with any patches made that are meant to control these assets.

 

Patches go last in any load order ergo, your load order is way out of tune.

the post shows xedit's read out as it loads, which indicates the merged patch is incorrect.

 

any current saved games will be invalid.

 

weapon modifications are effected by FWE and patches targeting them....any an all patches goes last.

version of MO...is incorrect if really using it. last digits used in it's Identity (18) are what's used for fallout3 or earlier.

 

lack of reading posted descriptions of mod pages are indicated here.

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