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fallout character overhaul 3.0


bradgren

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i have been able to get F.C.O to work before. now it is the only mod i have running, but now whenever i load a new game, doc Mitchell is just a red box with white exclamation mark. i know load order isn't a problem, but ill add a pic of it. I've also deleted F.C.O multiple times and used archive invalidation. but nothing works. below are the mods i have enabled as well.

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Do not use YUP and MMUE together. They conflict, and MMUE is not as current as YUP.

 

* Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job.

The Red box with White "!" is indicating a "missing mesh". Toggling "ArchiveInvalidation" is the first and most common "fix" but not the only one. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

 

I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

-Dubious-

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I've tried whats its suggested except how to fix hard coded texture paths in nif files. i have downloaded nifskope like it says to do. but when i go into the fco folder its empty. i tried in both the nmm folder and the steam folder. i should mention modding is new to me.

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You shouldn't need to use NifSkope with this mod.

 

I don't use FCO of NMM myself, but looking at the "Preview File Contents" display (under the archive file on the "Files" tab), it shows the package is structured in a "non-standard" manner. The following explains what I mean by this, using "textures" ("*.dds" files) for the example. The same concept applies to "meshes" ("*.nif" files) as well.

 

("Fallout Character Overhaul 3.0" is not a valid "top level" folder name under "Data". Neither is "After School Special", "AnimatedSweatEffect", etc., which are supposed to be "optional" ESP file choices. Presumably package uses a "wizard" to script the install procedure by detecting those mods and automatically installing the correct ESP files. Which is why it says you should install with MO or FOMM. That you find the FCO folder empty suggests this may have indeed happened, and those files were moved to the correct locations under "meshes" and "textures". Look there for the respective files, matching the structure shown in the "Preview File Contents" display below either "meshes" or "textures".)

 

The usual reasons why a texture is not found and ends up displaying as a solid color such as black (other than failing to toggle AI) are:

It was packaged in such a way in the archive that when it was unpacked into the "Data" folder it got placed where the engine isn't looking for it. You can manually drag the folders to the correct locations, or repackage the archive to avoid that problem against the next time you need to install it.

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized; with folder names such as "Textures" or "Meshes" (etc.), or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file. Sometimes it's "Data" so you end up with "Data\Data" which is also unexpected.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those folders into the game "Data" folder.

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from, and place them all in a "Docs" folder for easy access, but it's not a requirement. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt"), so consequently only the last installed exists.)

-Dubious-

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