BigTambo Posted May 19, 2012 Share Posted May 19, 2012 Yes I have looked on other threads and yes I do have bLoadFaceGenHeadEGTFiles=1 in the ini file before you all ask :P. Any ideas to why this is happening ? Cheers :) Link to comment Share on other sites More sharing options...
Rabbit1251 Posted May 19, 2012 Share Posted May 19, 2012 Yes I have looked on other threads and yes I do have bLoadFaceGenHeadEGTFiles=1 in the ini file before you all ask :P. Any ideas to why this is happening ? Cheers :) I'm suffering from this malady as well. Where in the .ini file would this command go? Rabbit Link to comment Share on other sites More sharing options...
GrindedStone Posted May 19, 2012 Share Posted May 19, 2012 The image you see in the game changes an shifts depending on weather, time of day, and current location. The human head, hands, an body textures are seperated instead of all being in the same images. Often one of these body parts has 4 or more texture files, so around 12 total files. There isn't a way to make that all match. Dismemberment makes things worse, along with skin using a seperate shader than everything else. Perfect as we would call it would be a single model an texture set instead of a set of 7-14 assets. The shock value of the gore at the time was worth the loss in art. 1. Never adjust skin tone sliders on the presets. These were developed professionally using the full 3rd party facegen software. They are the only settings that will ever match. However you can copy an paste these lines of hex Facegen data in FO3 edit from one race to another to create a new race. Also you can steal this data from the NPC's you think look excellent, then placed into a player race. 2. Know that depending on the changing game enviroment the issue will get better an worse at different points in the game. 3. Many players use equipment to mask these hard lines. 4. You can set a zero slider with a long line of 00 00 00 00 00 00 in the symetrical texture data for the preset in the race, thus using the texture itself. For example if you wanted to manually paint the texture such as airbrushed make up, detail, or clean up. Link to comment Share on other sites More sharing options...
BigTambo Posted May 19, 2012 Author Share Posted May 19, 2012 This isnt anything to do with the GECK Im just playing the game.It seems to be mostly the talon company with the problem. Fallout3.esmAnchorage.esmBrokensteel.esmPointlookout.esmThePitt.esmZeta.esmMart's Mutant Mod.esmApocalypse Armory.esmArefuExpandedByAzar.esmVault 101 Revisited.esmDCInteriors_ComboEdition.esmApocalypse Armory.espApocalypse Armory - DLC Enhancements.espApocalypse Armory - Optional Historical Names.espArefuExpandedByAzar-Radio.espUndergroundHideout.espDragonskin Tactical Outfit.espCanterburyCommonsEmbiggened.espCrowdedCities_v2.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMergedPatch1.esp I recently had a mod what gave the Talon company helmets and it was in esp form I have deleted it now though.could it be affects from that? I also have a mod called better male heads from Geonox and it tells you to do this...(. !IMPORTANT! If you want to use the face textures go to /data/textures/characters/male/ and RENAME GeoHeadhuman.dds AND Geoheadhuman_n.dds into Headhuman.dds and headhuman_n.dds otherwise they won't work) could this affect it ? and lastly the revisit vault 101 mod gives the talon company helmets at some points could this be affecting them in some way? I am not sure iff this problem was happening a couple days ago when I was killing stuff in the capital building but who knows. Cheers :) Link to comment Share on other sites More sharing options...
GrindedStone Posted May 19, 2012 Share Posted May 19, 2012 Post a picture of the issue. Link to comment Share on other sites More sharing options...
BigTambo Posted May 20, 2012 Author Share Posted May 20, 2012 (edited) Post a picture of the issue. Got a picture taken but cannot upload because it says the pic is too big.never had to upload a pic on a forum before lol some help please :) All good I got it . Edited May 20, 2012 by BigTambo Link to comment Share on other sites More sharing options...
GrindedStone Posted May 21, 2012 Share Posted May 21, 2012 You take screenshots in BMP which is 100% quality an very large. Convert that to Jpeg in 100% quality to upload. This keeps the image sharp an what we are used to seeing in the game. Typically a Jpeg will lower quality by 10%. So use Paint.net or GIMP2.0 to manually convert these. Well on screens you want to look good. If that doesn't matter then just take a jpeg screenshot. This issue is a racial mismatch. It happeneds when you install custom race assets. Invalidation gets saved in the save game. We invalidate that method but it still exists an works. So there are assets in the .BSA, then player made assets in loose file folders, then what the save game thinks is the current set of data to use for race. In the mismatch this is a mixed up set of assets, one from here one from there. Then you have an error like African American with Asian hands or something. The only fix I know of is to unpack the human body textures from the Vanilla .BSA then replace what you have in loose files. Really you would need to be a modder to actually fix it. Though after this you could try installing your custom mod again. Kind of a craps shot if it will update the orignal games invalidation in the save game to fix the issue. Also you can start a new game which would possibly fix it without changing anything. You could also study how the characters are put together to fix. Link to comment Share on other sites More sharing options...
prensa Posted May 23, 2012 Share Posted May 23, 2012 BigTambo - Hello! I see those Talons are by the Capitol building. That's the only place I ever get this issue, & only with the Talons. It's not the same trouble caused by not having bLoadFaceGenHeadEGTFiles= set to 1 in the .ini. & it's not the other main cause of mismatched NPC's, NPC's added by an .esp instead of an .esm. Any mod adding NPC's should be an .esm otherwise you get mismatch. FO3Edit's Masterupdate is a handy fix for those .esp's or use FO3 Plugin Utility to change them to proper .esm's: http://fallout3.nexusmods.com/mods/5104 But like I said above, none of this seems to apply to those Talons outside the Capitol building. Talons inside the Capitol building are all fine, it's just those few outside. I've never been able to track this bug down. It does not seem to be mod caused either. Those Talons are seperate in GECK but use Templates of existing Talons. All I can think is some setting for those specifically is off. It bugs me because I've never been able to pin it down. :( Prensa Link to comment Share on other sites More sharing options...
BigTambo Posted May 23, 2012 Author Share Posted May 23, 2012 BigTambo - Hello! I see those Talons are by the Capitol building. That's the only place I ever get this issue, & only with the Talons. It's not the same trouble caused by not having bLoadFaceGenHeadEGTFiles= set to 1 in the .ini. & it's not the other main cause of mismatched NPC's, NPC's added by an .esp instead of an .esm. Any mod adding NPC's should be an .esm otherwise you get mismatch. FO3Edit's Masterupdate is a handy fix for those .esp's or use FO3 Plugin Utility to change them to proper .esm's: http://fallout3.nexusmods.com/mods/5104 But like I said above, none of this seems to apply to those Talons outside the Capitol building. Talons inside the Capitol building are all fine, it's just those few outside. I've never been able to track this bug down. It does not seem to be mod caused either. Those Talons are seperate in GECK but use Templates of existing Talons. All I can think is some setting for those specifically is off. It bugs me because I've never been able to pin it down. :( PrensaThanks prensa big help.Since I posted this ive noticed that too that its only the capital building ones. The capital bulding and the area around seem to have a lot of problems with things.wonder why hmmmm. Link to comment Share on other sites More sharing options...
davycrockett Posted May 24, 2012 Share Posted May 24, 2012 might be as simple as the actor base which is in use ,some actors when viewed in the geck appear as nothing more than what looks like a "M" shaped marker usually because they are leveled characters a good example is "megaton settler 1" this particular female npc provides the actor base for several other megaton settlers including males ,Id be inclined to identify the offending npc in the geck and in game then use the edit function on that character to determine which if any actor is providing the base data and look to de-select "can be all races" the side effect of this is any actor using this base will be of the same race as the " parent " meaning even less variation , or you can give each actor their own idendity by not using a base actor but this can be problematic as you will see , go take a look see tell me if im wrong . Link to comment Share on other sites More sharing options...
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