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Trouble with nVamp - core.esp and npc cosmetic faces


ironiclettuce

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Hi everyone,

 

I've been trying to install the nVamp stuff on my version of NV but I'm having difficulty at the last part of it. Before I begin I just want to say a huge thank you to everyone involved in making it all happen :D

 

The problem I'm having is that in my load order, both the nVamp Core.esp and the Bashed Patch, 0.esp show red boxes, which I've since read means a master is missing somewhere. Doing some further reading, it appears that the problem lies in the fact that the file the core.esp is looking for in the case of the NPC cosmetic faces mod has changed, so it doesn't recognise it. The problem I'm having is that I can't find the old version that it links to (the ones on the Nexus page don't appear to be the correct ones), and I don't know how to update the core.esp to register the new cosmetic faces as the master file. If anyone could help, I would be so grateful!

 

And is the bashed patch.esp red because the core is red as well? Would fixing the core.esp also fix the bashed.esp?

 

Again, thanks for any help :)

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um why can't you change the case? You should check with the Nvamp folks.

 

If it were me, I would start over, an only install nVamp, no other mods. Do what the read me says, read the whole thing. Download it an install it on top of what you already got, then if that don't work start all the way over. The reason I say that is the goal of the project is to merge mods into one, making it more easy to get a large amount of modded content in the game. That isn't going to play well with other mods, heck mods don't even play well with other mods, a super mega merger would be the antithesis (opposite) of "well working" when used with a bunch of other mods. The idea of getting a large amount of mods working in a relatively small amount of time is counterproductive to gameplay itself, because you are spending too much time fixing or building it. Better to start small an build it up slowly over time with lots of testing.

 

Now for the janky answer. If Mod-A requires that Mod-B be loaded as a master, an Mod-B doesn't exist anymore because super mutants ate it, then all you need to do is rename a blank file or copy of the Mod-A file for example an name those to Mod-B, then it will load Mod-A even though Mod-B is a fake. It won't work, but it will load, then you can edit the header data so that it is using the new updated version of Mod-B as a master instead of the other. However, if you couldn't figure that out for yourself then you more than likely have no business whatsoever doing this kind of thing, it's better suited for a developer than a player or user. Also it could landmine causing a mass of errors spread across the entire file, so it doesn't always work. Thus making starting over at the read-me begining an download the better idea.

Edited by GrindedStone
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Thanks for the reply mate :) I already tried doing what you suggested in the first paragraph but had no luck :( And when I tried to install it the first time, I followed the instructions completely step by step. I can't do the second one because I certainly don't have quite that level of knowledge on these things.

 

I don't think I explained my problem very well in my original post so I'll try again below and see if it makes more sense.

 

The nVamp data files set (specifically nVamp - core.esp) that I downloaded from Nexus, which was last updated in March, apparently looks for a mod called NPC Cosmetic Fixes, and the esm file is called NPC Cosmetic Fixes - Ver 1.55.esm

But the guy who made the cosmetic fixes pack has since updated his mod, more recently than March, and changed the name in doing so - so the name of the esm file is no longer NPC Cosmetic Fixes - Ver 1.55esm, it's something else.

So using the new files doesn't work, as the names are all wrong, and I can't find the old files, because they aren't on the relevant download page under 'old files'.

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