For those actually wanting this skin for NIck and refuse to use awkcr and ae like many of us do . his original version of this mod works perfectly with JUST farharbor. im using it now! you have to install it via the mods page in game. look up Nick overhaul. and you will see that handsome cops mug lol
His hands don't show up and his fedora is clipping with his head :( I tried to remove the main one and put the optional file in but he's not changing. Any idea how to fix?
I love the look of your Nick. It fits closest with what I have in my mind in regards to his character -- an actual hybrid of Gen 2 and 3 rather than just a Gen 2 with a personality matrix added.
Sadly though, I just can't get it to work. I have all optional mods (as an aside: the "Missing Masters" problem other people have mentioned might be related to the Synth hands mod. I had missing masters as well until I got Synth Hands), but even with the optional mods, neither version of your mod will work in my game. I really have no idea why -especially since I have it close to the end of my plugin load order- and it's a shame because I really wanted to use it. Sad panda.
Why suddenly amor smith and keywords mandatory ?, that are just two mods I finally got rid off and with this mod its suddenly needed again ( it was not needed with 1.1 Far Harbor version only) Thanks in advance
You don't need them for the optional version, it just doesn't include the gloves... so if you want the hand to look like his synth hand, download the optional version AND synth gloves. But it'll still work without it.
Same Problem, on the FH only version it has dependency on AWKCR, AE, and Synth Hand. Wish I didn't update now.... Going back to old file and will have to xedit the body weight again. Really pleased with this mod though, makes Nick look likeable, using the Deckard coat with him.
I was getting some odd clipping with the hat and the trench coat was cut off and had a weird tale in the back. It took a while to figure it out, but realized that the weight is set to all 0's. Once I put some values in there it worked!
Also, none of the ba2 files are actually needed (Creation Kit is weird and likes to add stuff sometimes). I just delete them.
Ah, were they set that way in the mod? I apologize, I knew they were off in my game, but thought it was something on my end. I had originally fixed it by using the console command SetNPCWeight. I'll get right on fixing that and update it later. And I'll ditch the ba2 files.
so I was wondering why my character had his beard clipping into his cheeks when talking to someone. I checked out and then found out this mod had tri files of several beards like the lone wanderer one which might not compatible with my own male body replacer mod.
Honestly, you're kind of a life saver. I noticed this issue with my own game, but couldn't figure out where it was coming from. I made the original mod for this so many years ago that I didn't realize those were stored in it when I edited it to make this one. I think they should be removed now, and you should be good to go if you update your file.
Oh, I was just coming to find johannshah's comment after spotting it yesterday to see if I could fix this myself. Any chance of an update for the non AKW file?
Actually worked out how to do it myself in the meantime. Glad I did, thought it would be daunting but turned out to be fairly easy. So, learned a new skill!
Thanks for the quick update nonetheless, and for the mod in general. It's a really solid look for my favourite follower.
First of all, this seriously looks like the best Nick replacer I've seen! Fantastic job!
Just to clarify… I don't use Armour Keywords or Armoursmith Extended. However, I'd like the synth hand; would the synth gloves mod still work with the file version that doesn't require AWKCR/AE? Also, would this work with ECO? Amongst other things, it allows Nick to wear anything.
Hello Sonja! That's actualy what I did for the reason that the stock worn fedora Nick uses in the mod clips as seen here
So I used the optional "mod without" instead and just manually equipped all. Difference is I have AE but everything I equipped manually (upgraded in workbench versions).
For your question, yes I equipped the Synth hand (Glove) mod manually on Nick here
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Try this:
1. Load -> Save -> Reload.
2. Open console -> click Nick -> type "disable" -> close console -> open console -> type "enable"
Sadly though, I just can't get it to work. I have all optional mods (as an aside: the "Missing Masters" problem other people have mentioned might be related to the Synth hands mod. I had missing masters as well until I got Synth Hands), but even with the optional mods, neither version of your mod will work in my game. I really have no idea why -especially since I have it close to the end of my plugin load order- and it's a shame because I really wanted to use it. Sad panda.
optional still require mandatory files
main file doesnt work at all also
TESTED GLOVES MOD -WORKS FINE.
I was getting some odd clipping with the hat and the trench coat was cut off and had a weird tale in the back. It took a while to figure it out, but realized that the weight is set to all 0's. Once I put some values in there it worked!
Also, none of the ba2 files are actually needed (Creation Kit is weird and likes to add stuff sometimes). I just delete them.
Thanks again. He looks great!
Thanks for the quick update nonetheless, and for the mod in general. It's a really solid look for my favourite follower.
Just to clarify… I don't use Armour Keywords or Armoursmith Extended. However, I'd like the synth hand; would the synth gloves mod still work with the file version that doesn't require AWKCR/AE?
Also, would this work with ECO? Amongst other things, it allows Nick to wear anything.
So I used the optional "mod without" instead and just manually equipped all. Difference is I have AE but everything I equipped manually (upgraded in workbench versions).
For your question, yes I equipped the Synth hand (Glove) mod manually on Nick here