For anyone who does not use UF4P, for whatever reason, there is now an optional file to patch the intended functionality. As a fair warning, the way I achieved the functionality with that esp is kind of hacky and if any other mod edits Nick's NPC formid then it may not work as intended. Until I can find a better way of making this work without UF4P, this is all I can offer.
For anyone who does use UF4P, the main files are all you need. The mod will work 100% as intended so long as you have UF4P installed and, hopefully, shouldn't have any issues.
Be sure to report any issues in either the Bugs tab or in the Posts below this sticky. And if anyone has any insight into how Nick's face works, I would appreciate that as well.
For anyone finding issues with the Next Gen update version of the game and using X-Cell, check the sticky'd thread below.
Not sure why, but after updating FO4 and all available mods to the Next Gen version, this mod is no longer working. I am using X-Cell to fix the headless NPC issue, so maybe that's overwriting this mod? Has anyone else on NG noticed this problem?
If it edits Nick's NPC tags then it will break this mod. My mod should work on NG tho, all it does is edit his texture, and optionally his NPC tag. I haven't been able to test NG, since I can't be bothered to update to it and figure out which of my 300 mods is causing an issue.
If you're not already, maybe try using the optional file I have for if you're not using UF4P, even if you are using UF4P, they might have updated and removed the edit I was relying on for my mod.
Thanks for the quick reply. I did try the optional file, and it didn't work for my situation. I do have some mods that edit Nick, such as AFT which gives him some additional outfits. But everything worked fine with your mod before NG, so I'm confused why it would stop working now. I uninstalled your mod, downloaded it again, and reinstalled it, but it's still not working anymore.
Something with the NG update broke NPC id's or something, which is causing headless NPC in places. That's what X-Cell is fixing, the facegen data for those headless NPC. But U4FP has also been updated for NG and they noted some fixes for similar issues. So either mod could be editing NPC data that's overwriting your mod. I'm not experienced enough with xEdit to look through it and see what might be conflicting.
If UF4P is editing anything in Nick's NPC id my mod should work fine. The only thing I can think of is maybe Bethesda changed/fixed the way Nick's head worked before. Cuz the only way I am able to do what I do with my mod is because of an odd bug that happens with Nick's NPC id. Basically, if I change any of his references or anything inside his NPC id it allows me to change his face texture. For whatever reason, if that change is not present, regardless of which mod does it, then my mod doesn't work. All that said, I only know it works this way on the old game version, so I'm not sure if NG actually fixed that bug or changed how it works. Yet another reason I don't want to update my game I suppose.
It does sound like NG borked it then. The U4FP team and others have noted that BGS messed something up with NPC's, which is causing headless people. Main characters, settlers, DLC characters, NPC from mods, you name it. Something about the way BGS changed something that fried facegen data for many NPC. That's the main fix that X-Cell provides, helping with the facegen data that got messed up and getting rid of headless characters.
Nick isn't headless, but your changes aren't working any longer. I've also noticed various other issues with some pre-NG mods that are likely jacked up because of the missing/changed facegen data. For example, a few features of AFT relating to NPC don't work properly, and installing facegen patches actually fully shut down some features. So whatever BGS did isn't just causing headless NPC, it's breaking a lot of other things that various mods use.
I totally understand what you mean about not wanting to update to NG because of potentially losing function of a lot of the older mods. I had to make the same decision, which was especially difficult because so many of the old-school mods that I rely on haven't been updated in several years. I had to dump over 30% of my load order just to make my game NG-compatible, and even now some of my older mods are only partially working. But in the end, I figured it would be the better alternative. Retire some of the older mods in order to try out some of the newer stuff that isn't compatible with the pre-NG version. I do miss some of those mods, but overall I think it was (barely) worth it. Hopefully things will continue to improve as more of the older mods get updated for NG.
It'll be unfortunate if you're no longer able to get your mod working with the NG. The game is "playable" without your mod, but your mod definitely improved the immersion and experience. Either way, I greatly appreciate the work you put into the mod and the enjoyment I was able to get out of it. Thank you.
FWIW This mod was working fine for me with a hybrid setup based on The Midnight Ride which uses the NG update (and the unofficial patch) but with a downgraded game executable that works with F4SE and most existing mods.It only stopped working when I started using X-Cell so it seems like it might be specifically an issue with how X-Cell changes face rendering.
As a caveat I should mention that I opted for the "low effort" fix offered by Vault-Tec Enhanced FaceGen System to get things working so results might be different with the full on method that generates complete facial data for mod added/edited NPCs.
I just started using X-Cell and Vault-Tec Enhanced FaceGen System (VEFS) and ran into the same problem.
Quick answer: yes, X-Cell is interfering. I don't totally understand how X-Cell works, but I had the same issue. As I understand it, it's attempting to improve performance by using known NPC FaceGen files when possible, so that the game isn't trying to generate seven layers of face on-the-fly. Bottom line, when X-Cell is doing its thing, it grab's Nick's original appearance, not the modified texture files.
Even so, "No Holes Nick" is totally compatible with X-Cell/VEFS in NextGen. I got it to work a few ways -- here's how:
1. Install No Holes Nick as directed, preferably with a Mod Manager. I used Vortex for this process. [Note: I cross-tested this same process with Mecto Amore, though I have not tested other Nick replacers]
Solution 1: Change the X-Cell .ini file to create an exception for Nick 2. Locate the .ini (usually Data/F4SE/Plugins/x-cell.ini 3. Locate the [facegen_exceptions] section and add:
This will exempt Nick (and any other NPCs that you add) from the FaceGen process. I use this with for all my human companions to ensure they run smoothly with Amazing Follower Tweaks (AFT)
Solution 2: Use Vault-Tec Enhanced FaceGen System (VEFS) 1. Same as prior - ensure NHN is installed correctly and enabled in your mod manager
3. If you choose to use the "Quick Face Fix" mode, add a rule to exclude Nick: NPC = True, Game Generates Face = Default, and Creation Club Generates Face = Default. This should allow the game and "No Holes Nick" textures to determine his appearance. Run the process and VEFS will install an Output plugin to your Data folder.
4. Enable the new plugin with the Mod Manager of your choosing and you should be set.
Solution 2B: Generate Missing Faces/Generate All Faces
3. If you want a more stutter free experience overall, you may want to run "Fix Face Textures" mode and "Generate Missing Face"/"Generate All Faces" mode. Before you begin the VEFS FFT process, ensure that your desired data isn't disabled or uninstalled. Anything active in your /Data folder will be part of the scan -- including modded companion textures, face paint, grime, etc. DoubleYouC recommends running FFT first, followed by your choice of either GMF or GAF.
4. Run "Fix Face Textures" mode and VEFS will scan for ALL your face textures (it grabbed my other companions, as well as less intense grime/facepaint). Install the Output .Zip file as instructed.
5. Run "GMF/GAF" as desired. I also created a rule telling VEFS to leave NPC Nick alone (NPC = True, Game Generates Face = Default, and Creation Club Generates Face = Default) to ensure that no future output will overwrite the data from the first VEFS plugin.
6. Enable the GMF/GAF output plugin as directed.
I hope this helps! I spent a few hours working through all this because I love "No Holes" Nick and wouldn't progress without him.
That worked, thanks. I used "solution 1" to simply add Nick to the X-Cell exclusions. At first I thought I messed up because it wasn't working, Nick still had holes all over his neck and face. After returning to the agency after rescuing him, I decided to take a look at the .ini again, in case I did something wrong.
Turns out I had copy/pasted Nick's id in the same format as the other two that were there. Apparently, the other two existing entries are meant to be used for example, and were commented out. I should have noticed that, but my bad. So the changes to exclude Nick were typed in correctly, just commented out. Once I removed the comment mark and loaded back into the game, this mod was working just fine again.
I have seen a few random missing heads in previous games, very rarely but it does happen. So I have been considering doing the full VEFS run and just generating facegen for everything, instead of having to use multiple WW facegen patches (which don't always work). It's a more lengthy and complicated process, but I might give it a go for my next game.
Just wanted to say that I love this texture-replacing mod! I didn't realize how much I relied on it until I loaded X-Cell and lost it for a bit. After spending hours figuring out how to use VEFS to use it again, I realized that Nick just doesn't look right to me anymore without a neck. It's weird how the small things make the biggest difference. Thanks again!
Yeah, thanks. It's a really simple mod, but it's a very notable difference in his look. Also sorry, didn't mean to lock that other thread, just meant to sticky it.
It's always bothered me that Nick walks around the dirty Commonwealth with holes in his neck and head. I thought that at least some bandages to cover them would help, but yours is the best solution. You can still tell he is a synth and is old.
I'm not familiar with how Vortex works if I'm honest, as I've always used MO2. But I would recommend making sure you have either UFO4P or my standalone patch if you don't use UF4P (or if UFO4P removed what was allowing me to replace his face texture).
How did I not find this before? It's honestly perfect, and within the FO4 universe entirely believable. There are a lot of Nick replacers, and most change him into a Gen 3 synth.. the work that has been done with these is phenomenal, and I know many people like them. For me, though... Nick's previous gen look is iconic, not to mention that he makes specific statements that refer to his appearance, so I find it jarring if he doesn't resemble his original self.
This works great with any mod that simply retextures Nick's trench coat, since that way, his mechanical hand is also preserved.
Thank you for the download, and I'm glad you like it. I agree that it fits much better with vanilla, like you said, where he still looks the part, just less damaged than normal.
Does anyone know if this is compatible with AFT? AFT adds some additional clothing options for Nick, but it doesn't appear to actually edit his body/face, just adds a few modified outfits. Would be nice to have this mod working properly while still having AFT.
Your mod won't work right unless you make it with esp. Cause it will conflict with every other companion mod on nexus that changes nick in anyway because you are using loose files without it own esp.
I'm aware, this is mentioned in the description*. If it's not working for you then you can try using the standalone patch which should make the appropriate change to allow for it to work with those types of mods so long as you load it after those mods.
*I realise it was mentioned in a kind of backwards way. But I've used this mod with mods that edit NPCs(Nick specifically) so I'm not sure what issue you're having. Clearly it isn't every mod that edits Nick, so if you could let me know what mods you were using that broke my mod that would be appreciated.
60 comments
For anyone who does use UF4P, the main files are all you need. The mod will work 100% as intended so long as you have UF4P installed and, hopefully, shouldn't have any issues.
Be sure to report any issues in either the Bugs tab or in the Posts below this sticky. And if anyone has any insight into how Nick's face works, I would appreciate that as well.
For anyone finding issues with the Next Gen update version of the game and using X-Cell, check the sticky'd thread below.
If you're not already, maybe try using the optional file I have for if you're not using UF4P, even if you are using UF4P, they might have updated and removed the edit I was relying on for my mod.
Something with the NG update broke NPC id's or something, which is causing headless NPC in places. That's what X-Cell is fixing, the facegen data for those headless NPC. But U4FP has also been updated for NG and they noted some fixes for similar issues. So either mod could be editing NPC data that's overwriting your mod. I'm not experienced enough with xEdit to look through it and see what might be conflicting.
Basically, if I change any of his references or anything inside his NPC id it allows me to change his face texture. For whatever reason, if that change is not present, regardless of which mod does it, then my mod doesn't work. All that said, I only know it works this way on the old game version, so I'm not sure if NG actually fixed that bug or changed how it works. Yet another reason I don't want to update my game I suppose.
Nick isn't headless, but your changes aren't working any longer. I've also noticed various other issues with some pre-NG mods that are likely jacked up because of the missing/changed facegen data. For example, a few features of AFT relating to NPC don't work properly, and installing facegen patches actually fully shut down some features. So whatever BGS did isn't just causing headless NPC, it's breaking a lot of other things that various mods use.
I totally understand what you mean about not wanting to update to NG because of potentially losing function of a lot of the older mods. I had to make the same decision, which was especially difficult because so many of the old-school mods that I rely on haven't been updated in several years. I had to dump over 30% of my load order just to make my game NG-compatible, and even now some of my older mods are only partially working. But in the end, I figured it would be the better alternative. Retire some of the older mods in order to try out some of the newer stuff that isn't compatible with the pre-NG version. I do miss some of those mods, but overall I think it was (barely) worth it. Hopefully things will continue to improve as more of the older mods get updated for NG.
It'll be unfortunate if you're no longer able to get your mod working with the NG. The game is "playable" without your mod, but your mod definitely improved the immersion and experience. Either way, I greatly appreciate the work you put into the mod and the enjoyment I was able to get out of it. Thank you.
As a caveat I should mention that I opted for the "low effort" fix offered by Vault-Tec Enhanced FaceGen System to get things working so results might be different with the full on method that generates complete facial data for mod added/edited NPCs.
Quick answer: yes, X-Cell is interfering. I don't totally understand how X-Cell works, but I had the same issue. As I understand it, it's attempting to improve performance by using known NPC FaceGen files when possible, so that the game isn't trying to generate seven layers of face on-the-fly. Bottom line, when X-Cell is doing its thing, it grab's Nick's original appearance, not the modified texture files.
Even so, "No Holes Nick" is totally compatible with X-Cell/VEFS in NextGen. I got it to work a few ways -- here's how:
1. Install No Holes Nick as directed, preferably with a Mod Manager. I used Vortex for this process. [Note: I cross-tested this same process with Mecto Amore, though I have not tested other Nick replacers]
Solution 1: Change the X-Cell .ini file to create an exception for Nick
2. Locate the .ini (usually Data/F4SE/Plugins/x-cell.ini
3. Locate the [facegen_exceptions] section and add:
[facegen_exceptions]
CompanionNickValentine=0002F24
This will exempt Nick (and any other NPCs that you add) from the FaceGen process. I use this with for all my human companions to ensure they run smoothly with Amazing Follower Tweaks (AFT)
Solution 2: Use Vault-Tec Enhanced FaceGen System (VEFS)
1. Same as prior - ensure NHN is installed correctly and enabled in your mod manager
2. Install VEFS following the mod author's instructions [Vault-Tec Enhanced FaceGen System - VEFS at Fallout 4 Nexus - Mods and community]. DoubleYouC (the mod author) offers multiple modes with different levels of FaceGen output. Read each description carefully before proceeding.
Solution 2A: Quick Face Fix mode
3. If you choose to use the "Quick Face Fix" mode, add a rule to exclude Nick: NPC = True, Game Generates Face = Default, and Creation Club Generates Face = Default. This should allow the game and "No Holes Nick" textures to determine his appearance. Run the process and VEFS will install an Output plugin to your Data folder.
4. Enable the new plugin with the Mod Manager of your choosing and you should be set.
Solution 2B: Generate Missing Faces/Generate All Faces
3. If you want a more stutter free experience overall, you may want to run "Fix Face Textures" mode and "Generate Missing Face"/"Generate All Faces" mode. Before you begin the VEFS FFT process, ensure that your desired data isn't disabled or uninstalled. Anything active in your /Data folder will be part of the scan -- including modded companion textures, face paint, grime, etc. DoubleYouC recommends running FFT first, followed by your choice of either GMF or GAF.
4. Run "Fix Face Textures" mode and VEFS will scan for ALL your face textures (it grabbed my other companions, as well as less intense grime/facepaint). Install the Output .Zip file as instructed.
5. Run "GMF/GAF" as desired. I also created a rule telling VEFS to leave NPC Nick alone (NPC = True, Game Generates Face = Default, and Creation Club Generates Face = Default) to ensure that no future output will overwrite the data from the first VEFS plugin.
6. Enable the GMF/GAF output plugin as directed.
I hope this helps! I spent a few hours working through all this because I love "No Holes" Nick and wouldn't progress without him.
Turns out I had copy/pasted Nick's id in the same format as the other two that were there. Apparently, the other two existing entries are meant to be used for example, and were commented out. I should have noticed that, but my bad. So the changes to exclude Nick were typed in correctly, just commented out. Once I removed the comment mark and loaded back into the game, this mod was working just fine again.
I have seen a few random missing heads in previous games, very rarely but it does happen. So I have been considering doing the full VEFS run and just generating facegen for everything, instead of having to use multiple WW facegen patches (which don't always work). It's a more lengthy and complicated process, but I might give it a go for my next game.
Maybe with a institute quest it will be awesome
Ex: recovering some parts inside Institute to repair him
It's always bothered me that Nick walks around the dirty Commonwealth with holes in his neck and head. I thought that at least some bandages to cover them would help, but yours is the best solution. You can still tell he is a synth and is old.
By the way, did you fix his hand too?
Smooth Nick:
This works great with any mod that simply retextures Nick's trench coat, since that way, his mechanical hand is also preserved.
Thank you!
I agree that it fits much better with vanilla, like you said, where he still looks the part, just less damaged than normal.
*I realise it was mentioned in a kind of backwards way. But I've used this mod with mods that edit NPCs(Nick specifically) so I'm not sure what issue you're having. Clearly it isn't every mod that edits Nick, so if you could let me know what mods you were using that broke my mod that would be appreciated.