Heroicphoenix000 Posted April 21, 2017 Share Posted April 21, 2017 Recently, when I was trying to get into making two custom companions for TTW (a woman and a young boy), I was hit with this GECK glitch that I found out was quite infamous. The strange thing is this never happened to me until recently, as every NPC, even custom created ones adapted their natural skin tone (caucaisan head, caucasian body, african head, african body, etc). There's also another strange bug I've noticed. I'll explain it like this. You take an NPC that was originally male, but you wanna turn it hispanic or asian. It has the white body, black/yellow head glitch. But...you change that NPC to female, then back to male. The body has the same skin tone as the head after switching back to male. The same can be said for female or even boy and girl NPCs.I'm using Roberts for male, Type 6 for female and I'm completely perplexed about this....Any ideas? Link to comment Share on other sites More sharing options...
dubiousintent Posted April 21, 2017 Share Posted April 21, 2017 I'm not quite clear what you are asking for. As you say, it is a fairly infamous glitch of GECK, to which no "fix" has been found. You seem to have found at least one way to work around at least the "body" part of it. Please see the 'Issue: Skin tone mismatch between head and body' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide some more information. Always interested if you come up with another solution. -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted April 21, 2017 Share Posted April 21, 2017 (edited) There's some stuff you can play around with in the ini files that may fix the head/body skin mismatch bug, but it doesn't work for everyone. You'll have to google for details. I don't remember since I never bother with it. EDIT: Actually, I just checked and the details for what to set in the ini files are in the link that -Dubious- posted. No need to google. When I'm creating an NPC, I always define the NPC in an esm file. Then you don't have the head/body mismatch bug and it works properly for everyone. I'm not sure what you are referring to by changing the NPC from male to female and back. Are you talking about how it shows up in the GECK after that or are you talking about how it shows up in-game? Things can be a bit wonky in the GECK when you are changing skin tones and such. Generally, the NPC will show correctly the next time you load your mod into the GECK, and if you've defined the NPC in an esm, they will show up correctly in-game even if they don't look right in the GECK after you've changed something. Edited April 21, 2017 by madmongo Link to comment Share on other sites More sharing options...
Mktavish Posted April 21, 2017 Share Posted April 21, 2017 Infamously called the "White Head Bug" And as madmongo mentions is predominately fixed by having the NPC base-Id exist within a ESM file. That's interesting you can get variations based on race swapping and gender swapping ... but ultimately ... what you are seeing rendered in the geck or your particular game save may just be a happy accident , as Bob Ross likes to call them. More testing across diff systems / users needs done. Link to comment Share on other sites More sharing options...
Heroicphoenix000 Posted April 24, 2017 Author Share Posted April 24, 2017 Infamously called the "White Head Bug" And as madmongo mentions is predominately fixed by having the NPC base-Id exist within a ESM file. That's interesting you can get variations based on race swapping and gender swapping ... but ultimately ... what you are seeing rendered in the geck or your particular game save may just be a happy accident , as Bob Ross likes to call them. More testing across diff systems / users needs done.Yeah, that really is interesting that it sorta "fixes" itself when I switch the race, then switch the gender, then switch the gender back to the one the NPC had before I messed around with it. Happy accident or not it's interesting, but I won't get the hours I spent staying up until 3:30 in the morning back trying to figure it out. :laugh: Link to comment Share on other sites More sharing options...
Heroicphoenix000 Posted April 24, 2017 Author Share Posted April 24, 2017 (edited) There's some stuff you can play around with in the ini files that may fix the head/body skin mismatch bug, but it doesn't work for everyone. You'll have to google for details. I don't remember since I never bother with it. EDIT: Actually, I just checked and the details for what to set in the ini files are in the link that -Dubious- posted. No need to google. When I'm creating an NPC, I always define the NPC in an esm file. Then you don't have the head/body mismatch bug and it works properly for everyone. I'm not sure what you are referring to by changing the NPC from male to female and back. Are you talking about how it shows up in the GECK after that or are you talking about how it shows up in-game? Things can be a bit wonky in the GECK when you are changing skin tones and such. Generally, the NPC will show correctly the next time you load your mod into the GECK, and if you've defined the NPC in an esm, they will show up correctly in-game even if they don't look right in the GECK after you've changed something.I was talking about when changing the race and gender, even when I change it to a child and back, that's when it changes. I was talking about how it shows up in the GECK, haven't tried in game yet. Edit: It happens in game too. :sad: BUT, I converted it to ESM to test, and low and behold, the skin matched the head. I guess as long as the ESM/ESP count doesn't hit the limit (250?), it's okay. :) Edited April 24, 2017 by Heroicphoenix000 Link to comment Share on other sites More sharing options...
madmongo Posted April 24, 2017 Share Posted April 24, 2017 Technically the mod limit is 256. In the real world, the limit is more around 140 or so. I would expect it to break on an even power of 2, which would be 128 in this case, but that doesn't seem to be where it breaks for most people. There's no hard limit that anyone has discovered. Some folks have problems with barely over 130 mods, others run over 150 without problems. Since no one knows exactly what causes the problems, you just have to play around with it on your own configurations to find out where it breaks. If you start having issues, you can always merge mods to get your overall total down. I personally had about 160 mods at one point, and I was seeing some landscape issues and other problems. I merged some mods, got rid of some others that I didn't really care about, and currently have my configuration down to 95 mods (about 20 of which I created myself). Link to comment Share on other sites More sharing options...
Heroicphoenix000 Posted April 24, 2017 Author Share Posted April 24, 2017 Technically the mod limit is 256. In the real world, the limit is more around 140 or so. I would expect it to break on an even power of 2, which would be 128 in this case, but that doesn't seem to be where it breaks for most people. There's no hard limit that anyone has discovered. Some folks have problems with barely over 130 mods, others run over 150 without problems. Since no one knows exactly what causes the problems, you just have to play around with it on your own configurations to find out where it breaks. If you start having issues, you can always merge mods to get your overall total down. I personally had about 160 mods at one point, and I was seeing some landscape issues and other problems. I merged some mods, got rid of some others that I didn't really care about, and currently have my configuration down to 95 mods (about 20 of which I created myself).I appreciate the info. And truth be told, I never hit 50 yet in terms of my playing of New Vegas with TTW installed. I think my highest was near 45. Link to comment Share on other sites More sharing options...
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