trashgarbage666 Posted March 10, 2018 Author Share Posted March 10, 2018 So! I opened up FNVEdit and loaded my esp, along with its masters, and went to File Header, right-clicked Record Flags, selected Edit, and checked the box next to ESM. Now, when I open up FOMM and highlight my mod, the description reads "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" which I assume is normal, considering that's what I set out to do. When I load the game up, NPCs go where they're supposed to every time, even after loading! It's great!! Except... Pete's lookin' a little, uh, profoundly caucasian. So is Sunny, and I assume every other non-white NPC. Just in their faces, though; it stops at the neckline. I've heard about this glitch enough to know that it's fairly common, so I googled the solution. Everyone's saying to go into Fallout_default.ini and FalloutPrefs.ini and change "bLoadFaceGenHeadEGTFiles=0" to 1, but that doesn't seem to be working for me. Did I convert the .esp improperly? Maybe there's an alternative fix for this somewhere, but I haven't found one yet. Minor snag aside, I would just like to say thanks for the advice! I worked really hard on this navmesh, and it's great to see it working properly. I really appreciate it! Link to comment Share on other sites More sharing options...
Mktavish Posted March 10, 2018 Share Posted March 10, 2018 Its just my suspicion ... but I would say ... if you switch the save spot , you need to re toggle archive invalidation for working with the .esp ... which means you have to exit the game and relaunch with NMM or FOMM to re apply the archive tool. Just reloading a save within the game session launched. I would expect some qirkyness . @ punchbattle ... If the archive and keeping same save file don't work ... I would think about keeping your navmeshing edits in a separate file ... make it a master that your other edits will rely on. Then merge it all later ( or just keep your re-navmesh mod as a stand alone ) ... If you want to continue to switch back and forth with what you work on. Not sure if you would have to continue to update the master rely record when editing navmesh though ? Which hopefully wouldn't cause problems ??? Its just that ... it seems to me ... when you work the file to much ... like with if you wrought the iron to much ... it becomes brittle. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted March 10, 2018 Author Share Posted March 10, 2018 Heyyy, I got it to work! You were right all along, I needed to retoggle Archive Invalidation! All I did was check to see if it was enables, and left it alone! Problem solved! Thank you so much!! :D Link to comment Share on other sites More sharing options...
Mktavish Posted March 10, 2018 Share Posted March 10, 2018 ouch thats a ninja Link to comment Share on other sites More sharing options...
Mktavish Posted March 10, 2018 Share Posted March 10, 2018 glad you got it workin :thumbsup: Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 10, 2018 Share Posted March 10, 2018 Glad you got it working. Seems you ran into exactly the same bug. I don't really understand what causes it but it does seem predictable to a degree. I noticed that a lot of other stuff started working funny as well, but haven't tested that stuff with an .esm. I'm confident that it's all related, though. For example, I have a corpse that had armour that I took before I made my most recent test save, and if that save is ever loaded more than at the initial main menu screen, the corpse has a decent chance of being in a totally different location and wearing the other clothes he had in his inventory. There's another corpse that simply disappears from time to time...it's fun. So, does your navmesh function properly on the initial load when you use the .esp? Just know that editing an .esm is a bit funny, so you should research it if you plan to work with this as a master file. Mktavish may have something with the idea of keeping the navmesh edits separate. @DubiousI think that's much clearer. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 10, 2018 Share Posted March 10, 2018 Adding this separate to make sure you see it: it's standard to change your file extension to '.esm' when you do this. I don't believe it's required, but that's usually advised in my experience, in addition of course to changing the header in FNVedit or whatever software you like (not the GECK of course, cos I mean, why would we ever want a function like that when we have third-party applications we can download separate and do it that way?). Link to comment Share on other sites More sharing options...
Mktavish Posted March 11, 2018 Share Posted March 11, 2018 Heyyy, I got it to work! You were right all along, I needed to retoggle Archive Invalidation! All I did was check to see if it was enables, and left it alone! Problem solved! Thank you so much!! :D What ? you didn't turn it off , then back on ? You just looked at it ? Link to comment Share on other sites More sharing options...
trashgarbage666 Posted March 11, 2018 Author Share Posted March 11, 2018 Heyyy, I got it to work! You were right all along, I needed to retoggle Archive Invalidation! All I did was check to see if it was enables, and left it alone! Problem solved! Thank you so much!! :D What ? you didn't turn it off , then back on ? You just looked at it ? Yeah, at first I just checked to see if Archive Invalidation was active, and it was, so I left it alone. Hence the problem. But I went back and did as you said. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted March 11, 2018 Author Share Posted March 11, 2018 Hey, so this is kind of a shot in the dark, but I'll ask anyway. For less than a day, things were going great. The NPCs were doing what I wanted, I was making steady progress on the mod, etc. I was in the middle on working on the navmesh while listening to a YouTube video and I decided to save, which made my computer start to lag -- hard. Obviously, things like that happening while you're trying to save is not ideal. I was a little worried. Eventually, the lag got so bad that I had to turn my computer off. I turned it back on and loaded up my navmesh, but It was Goodspring's vanilla navmesh. Since the crash seemingly broke my mod, I deleted it and replaced it with a backup I made a few hours earlier. Now, when I load my in-game save and complete Back in the Saddle with Sunny, she just stands there, and never returns to the bar. So I replaced the mod with another backup from even earlier in the day, and Sunny still stands idle at the end of the quest. I know for certain that she wasn't doing this during this version of the mod. So I guess the crash broke ...something, but I'm not sure what, and I'm not sure how bad it is. So I uninstalled New Vegas and all associated mod software, reinstalled it, and the problem still persists. I know Sunny not returning to the bar after a quest isn't exactly game-breaking, but the crash does seem to have had an effect on NPC behavior, and I'm not sure if it's only affecting Sunny. Does... anybody have any experience with crashes breaking something this oddly specific? Any advice at all would be hugely appreciated. The idea of having to restart is seriously freaking me out. Link to comment Share on other sites More sharing options...
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