I am a little confused about the textures on your NPCs. At first I thought that bLoadFaceGenHeadEGTFiles=1 wasn't in my Fallout.ini since it wasn't the bodies that was pale, it was the heads. However since then I verified that it was indeed in my Fallout.ini, and also verified that I could make NPCs in the GECK myself without seeing this issue in the preview window. Is it possible you edited the textures of your NPCs in some way that would do this? When I look at V64Regulator1Gun in the GECK both his head and body are the same texture.
You can disregard what I said when I posted about Fawkes not being able to follow me through gaps and narrow pathways, he has had at least 3 other incidents since I last said something about it. I think he is just too big, I might need to start shopping for another follower. It at least gives me an excuse to test Vindicator XL-7 more as a replacement.
Is it intentional to allow me to manufacture a second Vindicator XL-7 after already finding one in manufacturing? Is it also intentional that I can not call Vindicator XL-7 back to base unless I manufacture the second robot?
I hope you don't mind but I have been working on the FOSE version of my Experience Control mod every now and then when I get bored of playing Fallout 3. And the mod is a few weeks from completion unless there is some unforeseen problem. If I am still beta testing Vault 64 at that time, can I release it? It doesn't use any resources from the Vault 64 mod. Also, if I can release the mod, can I post a [RELz] topic? It's not a big mod and will probably be on page five when the day is over.
So I would be fine with it if you said no.
I like the pictures of Vault 64 you have been posting, particularly the ones featuring the new weights. It's a neat way to use vanilla resources. I also like how you got the enhancement chips to rotate in air in the display. Sorry I haven't reported on much this beta, I'll try to get a lot more testing done in the next few days.