What exactly does "Update Facegen Model Availability&#34

Post » Fri May 27, 2011 6:20 am

In FO3, to make hats work, you had to run "Update Facegen Model Availability" in the Character menu to make a new headwear piece work properly.

But what does it alter exactly? Before, in FO3, when I ran it, it'd create a dirty entry in "ChildBlastoffHelmet" or somesuch. No big deal. But now, it creates dirty entries on a whole slew of headwear pieces when I run it.
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mollypop
 
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Post » Fri May 27, 2011 7:39 am

Apparently using this function on a blank mod and saving is enough to bork the game up. All headwear will appear sideways.

As far as I know, this lets the game know where to find the .egm associated with a .nif.
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Anna Kyselova
 
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Post » Fri May 27, 2011 11:54 am

When I would duplicate vanilla items in FO3 to make slightly different versions of them, I'd have to hit that for the new items NOT to show up sideways on NPCs. *shrug*
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Robert Garcia
 
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Post » Fri May 27, 2011 7:56 am

When I would duplicate vanilla items in FO3 to make slightly different versions of them, I'd have to hit that for the new items NOT to show up sideways on NPCs. *shrug*


It seems to be bugged. Using the feature will modify all hats, including ones you didn't add to be sideways. There isn't any way to fix this for now. I've tried EGM files and everything. Nothing works.
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sarah
 
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Post » Fri May 27, 2011 4:16 am

Im glad that Im not the only one with this problem...
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 12:11 pm

OK, I got around and fixed the issue, but im not sure if it will fix for other people here.


1) Make backup of your .esp file that you were working on.

2) Copy your .esp file and FalloutNV.esm over to fallout3/data folder (you have to have fallout3 and fo3edit)

3) run Fo3Edit (mark both falloutnv and your .esp)

4) when it completes loading, you will find many armor/armor addons that you didnt alter, but it will show as yellow.

5) delete all of those mentioned above..


see if that solved the issue, it solved my issue.
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Becky Palmer
 
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Post » Fri May 27, 2011 5:38 am

In FO3, to make hats work, you had to run "Update Facegen Model Availability" in the Character menu to make a new headwear piece work properly.

But what does it alter exactly? Before, in FO3, when I ran it, it'd create a dirty entry in "ChildBlastoffHelmet" or somesuch. No big deal. But now, it creates dirty entries on a whole slew of headwear pieces when I run it.

In FO3 it did not do much. It simply added a "Head" flag to helmets, signifying that a egm file exists. The dirty edit you mention were actually due to a bethesda bug, where they forgot to run the function on that helmet. So, the dirty edit could be considered a bugfix. I have no idea what it does in the NV GECK, but from the descriptions above, I would guess that it may have changed to a toggle. That is, running it once, removes all the "Head" flags, and running it twice adds all the "Head" flags, which is why all the headwear is marked as changed, and thus, saved into your plugin file.
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Rachael
 
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Post » Fri May 27, 2011 5:21 am

In FO3 it did not do much. It simply added a "Head" flag to helmets, signifying that a egm file exists. The dirty edit you mention were actually due to a bethesda bug, where they forgot to run the function on that helmet. So, the dirty edit could be considered a bugfix. I have no idea what it does in the NV GECK, but from the descriptions above, I would guess that it may have changed to a toggle. That is, running it once, removes all the "Head" flags, and running it twice adds all the "Head" flags, which is why all the headwear is marked as changed, and thus, saved into your plugin file.


Actually, no matter how many times you run it, it doesn't add the head data to the model. I proved this by checking the ESP with FNVEdit after I used it. For now, you need Fallout 3 to make it work.

Not happy about it too much because the Berets are just AWESOME hats and I made a custom textured one I wanted to use.. Too bad I can't!
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Dalton Greynolds
 
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Post » Fri May 27, 2011 10:37 am

It should be possible to add the flag manually. Try to run the function in FO3 GECK, save the esp and check the change out in FO3Edit. Naturally, this assumes that the esps works similarly.

Edit: In FO3Edit it is the MODD - Facegen Model Flags that need to be set to Head. You should find it in the Male biped model for the armor. If it has a custom Female biped model, you may also have to update that.
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carly mcdonough
 
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Post » Fri May 27, 2011 9:24 am

It should be possible to add the flag manually. Try to run the function in FO3 GECK, save the esp and check the change out in FO3Edit. Naturally, this assumes that the esps works similarly.

Edit: In FO3Edit it is the MODD - Facegen Model Flags that need to be set to Head. You should find it in the Male biped model for the armor. If it has a custom Female biped model, you may also have to update that.


The Problem is you need Fallout 3 installed just to fix a problem in Fallout: New Vegas. The head issue isn't a big deal. I'm working around my custom hat by making it completely invisible and occupy no slots. Then I'm wearing the beret earned from a quest that is full of spoilers to make it looks like I'm wearing a beret. I tried using FNVEdit to add the head flags, but it's still in early development, or I don't know how to manually add them.
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kitten maciver
 
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Post » Fri May 27, 2011 7:01 am

If it works like in FO3, the technique is as follows:
1) Open your esp in FNVEdit.
2) Browse to the baret you added.
3) Find the field called Male biped model, which should contain a grayed out field called MODD - Facegen Model Flags.
4) In the column corresponding to the esp, rightclick and chose Add... (or something similar).
5) You will be asked if you want to edit the esp. Accept.
6) Press the newly added field which should open a box, where you can choose what type of MODD you need, in this case the head.
7) Save, and you are done.
I'm not sure if this will work in NV, as I don't have NV :)
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Timara White
 
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