1. Make sure the NPC has "can be all races" selected.
2. Make sure there's a "bLoadFaceGenHeadEGTFiles=1" entry in your fallout3.ini.
3. Change your .esp mod into an .esm master using FO3Edit.
You can make a copy of FO3Edit.exe and then rename the copy to FO3MasterUpdate.exe. Then just run FO3MasterUpdate on your mod and it will turn it into an esm for you. To put it back into an esp, make another copy and name it FO3MasterRestore.exe. Then run that program on your ESM mod. You will probably need to use FallOut Mod Manager (FOMM) to make sure your mod is the first in your load order list when you make .esp/.esm changes to it.
Thanks for the reply. So far I've got this:
1. Done.
2. Does bLoadFaceGenHeadEGTFiles=1 need to be in a specific section of the Fallout3.ini (like [Display]) or can it go anywhere?
3. TES4Gecko works for Fallout3 .ESPs, so I'll use that (it'll be a bit quicker
). I don't understand why I have to convert to master and back again, though. Why is this necessary? And will it be necessary every time I add new NPCs to the mod? (It's intended to be a constant a WIP)
As a note- the whiting that occurs to characters seems to happen only when settings on the NPCs texture tab are messed with, or when the face shape settings are changed too far from the original NPC that the custom copy came from.
Odd. This happens to my NPCs when I just duplicate them. For instance, I open TestQAHiuLaiFemale01 (African American female) and change the Editor ID
and nothing else-no changes to the face, skin tone or anything. The new entry has the African American textures on the
head, but Caucasian textures on the
body and no amount of tweaking will fix it. Even checking
Can Be All Races before duplicating it has no effect. Seriously, it looks like Dr. Frankenstein got loose in the Wasteland.