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Meaningless Races in Companion Mods ?


sqigg

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A while ago I re-installed FO3 and more recently installed Hairday to change the look of Vanilla NPC's . I noticed that it wasn't changing anyone. Checking with FO3Edit, I found that some companion mods I have installed were blocking the RACE changes that Hairday was making. I am not a pro modder, but what I don't understand (sincerely ) is, that after making a CUSTOM race for the follower, why would a mod author leave records of vanilla races also ? I'll use the Jasmine Companion mod as an example (not picking on anyone). Besides the custom race for Jasmine, there are 6 vanilla races also included. It doesn't seem like the mod references any of these, so why include them ? Can they be safely removed with FO3Edit to remove conflicts ?

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Each custom hair pack needs to be manually installed.

 

Each race you want the custom hair to show up in you need to manually port it over.

 

After you created the hair file.

 

Click on hair tab and drag the file in to the races you want the hair file to show up.

 

Here is the deal, these hair files point to the textures so on the texture side it needs to match or point to the same location the original designer used. (You can't manually import all the files, the night file and highlights files it only reads one)

 

If someone is using someone else's hair files in order for it to work correct the meshes need to point to the textures so the game picks up all the files.

 

Custom races really don't conflict anything.

 

On that Jasmine file, maybe the author was creating more NPC's that when they completed Jasmine they didn't want to include.

 

Here is the problem I am finding, Black dudes showing up with White arms or White hands. This for me is a real issue.

 

Even if it is in not a question of being Black or White when you change the color complexion of the skin tone it doesn't match the body.

 

So what I do and I did this for Clover, I wanted her original face but wanted to give her a new look. With these type 3 body styles. However the skin needs to match the body. The only way for me to do this was to create a new race for her. However neck to body you can see color shifting so I gave her a custom pearl necklace to mask out the color changes.

 

What I find with some of these MODS, some one may change a texture for like the suits and never say a word. When you install that MOD it re-writes all the suits in the game. Than if you have 50 MOD's installed it is really hard to track down and find that error.

 

On the flip side with the black guys having white hands what I've been doing is creating custom races for them. Than matching up all the colors of the body parts and than not changing any of the color tones when designing the custom NPC's.

 

To get a really good skin tone for them is really hard, it is trail and error and testing over and over. Believe it or not the lipstick and eye shadow for the girls on the texture side is also a real nightmare trying to get right in the texture DDS files.

 

Last off none of these HAIR files reflex the true color of the color pallets, so Blonde's are really hard to figure out cause the HAIR files makes them really bright.

 

If you use lets say a light black which is 32 R,G,B across board. The custom HAIR has a slight brown tint.

 

I just did 1,700 textures for two other video games and in one I was building College football teams Clemson, Alabama and Texas A&M the stock color pallets I used which are from the schools on my LCD they never looked right. Bama I was able to figure out a perfect color scheme but on the other two I have not as of yet. The Clemson orange is really hard to get to look right and can't get the right shade of maroon for A&M.

 

How does this relate to FALLOUT custom HAIR. It is all guess work with the color pallets cause the HAIR doesn't reflex the true color of the color scheme.

Edited by HynoDesigns
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