Problem with helmet

Post » Thu Apr 01, 2010 9:54 am

My problem is simple,
I have a made a new helmet in geck with the exact same setting/models as the vanilla one.
The only difference is that the helmet I created have an Object Effect.

GECK pic: http://oi52.tinypic.com/23qtyq.jpg

InGame pic: http://oi55.tinypic.com/2m5foup.jpg

As the geck setting are practicly identical I am clueless about what would cause that.. The vanilla version works perfectly fine but the one I created doesnt.

Any direction about where to look at would be appreciated.

The mod in question: http://newvegasnexus.com/downloads/file.php?id=36592

Sorry for bad english, im french canadian.

Hail Caesar!
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Thu Apr 01, 2010 9:20 am

Open your mod in GECK, then select
Character>Update FaceGen Model Availability
from the menu, then Save.

That should fix it.
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Thu Apr 01, 2010 8:36 am

Open your mod in GECK, then select
Character>Update FaceGen Model Availability
from the menu, then Save.

That should fix it.


Thanks for your reply.
I loaded my mod and did the FaceGen thing.
A * appeared next to my file name in the window title meaning something have changed.
I saved and tried it ingame and not only it didnt work, the vanilla headgear do the same thing now.

I saw something on the GECK page: http://geck.gamesas.com/index.php/Talk:Update_Facegen_Model_Availability

"Ths function is broken. It will effectively remove all such flags. "

Not sure what to make of it as ive seen modded headgear in game already. :/

Sad...
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Thu Apr 01, 2010 1:24 pm

My problem is simple,
I have a made a new helmet in geck with the exact same setting/models as the vanilla one.
The only difference is that the helmet I created have an Object Effect.

GECK pic: http://oi52.tinypic.com/23qtyq.jpg

InGame pic: http://oi55.tinypic.com/2m5foup.jpg

As the geck setting are practicly identical I am clueless about what would cause that.. The vanilla version works perfectly fine but the one I created doesnt.

Any direction about where to look at would be appreciated.

The mod in question: http://newvegasnexus.com/downloads/file.php?id=36592

Sorry for bad english, im french canadian.

Hail Caesar!



http://www.thenexusforums.com/index.php?/topic/250193-converting-fo3-hats-to-nv/

No, you'll have to reverse the changes made to all vanilla head wear by clicking update facegen availablility in NV GECK by using FNVedit to remove all of the headwear entries out of your mod. Then you'll have to follow these instructions:

"When you open the mod in FNVedit, there's a greyed out listing under Male biped model

Right click and select "add"

After you get a warning about the mod being edited, accept the warning.

Right click in the blank space on the side and select "edit"

You'll get a series of 0's. Delete all of them. Enter just a single "1".

Save and close.

The entry should work now as long as there is no issue with the model."
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Thu Apr 01, 2010 9:11 pm

http://www.thenexusforums.com/index.php?/topic/250193-converting-fo3-hats-to-nv/

No, you'll have to reverse the changes made to all vanilla head wear by clicking update facegen availablility in NV GECK by using FNVedit to remove all of the headwear entries out of your mod. Then you'll have to follow these instructions:

"When you open the mod in FNVedit, there's a greyed out listing under Male biped model

Right click and select "add"

After you get a warning about the mod being edited, accept the warning.

Right click in the blank space on the side and select "edit"

You'll get a series of 0's. Delete all of them. Enter just a single "1".

Save and close.

The entry should work now as long as there is no issue with the model."


Thanks I got it working.

Ave Caesar!
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Thu Apr 01, 2010 8:59 pm

http://www.thenexusforums.com/index.php?/topic/250193-converting-fo3-hats-to-nv/

No, you'll have to reverse the changes made to all vanilla head wear by clicking update facegen availablility in NV GECK by using FNVedit to remove all of the headwear entries out of your mod. Then you'll have to follow these instructions:

"When you open the mod in FNVedit, there's a greyed out listing under Male biped model

Right click and select "add"

After you get a warning about the mod being edited, accept the warning.

Right click in the blank space on the side and select "edit"

You'll get a series of 0's. Delete all of them. Enter just a single "1".

Save and close.

The entry should work now as long as there is no issue with the model."

a life saver, thanks :)
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm


Return to Fallout: New Vegas