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Aarwyn and ANiceOakTree and perchik71

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perchik71

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27 comments

  1. modifieda4
    modifieda4
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    also, when using this patch do we need to redo facegen in VEFS?
    1. perchik71
      perchik71
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      You read desc?
      due to the fact that in the generated files .nif FaceGen, there are links to the hair via EDID, and it have been changed.
    2. modifieda4
      modifieda4
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      yes, i did. sorry it is not very clear. a simple statement like "you must regenerate facegens" is more clear. thanks.
  2. YuanShaw
    YuanShaw
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    This also happened with Azar Hair mods. Any chance to fix them up?
    1. modifieda4
      modifieda4
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      ditto...or tell us how to make VEFS fix the meshes or how to do it manually with nifskope.
  3. SpaghettiTowers
    SpaghettiTowers
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    Any chance for a patch for KS Hairdos Addons?
  4. 1122554
    1122554
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    Is it works regardless of Fallout 4 Version?

    Is it works in 1.10.163.0?
  5. modifieda4
    modifieda4
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    i've noticed that VEFS fixes these hair textures. Is this mod just the VEFS output prepackaged?

    I ask because I have a physics mod for KSHairdos and I'm guessing this mod's files negates the hair physics.

    I'll probably just use the VEFS modded nifs...
    1. perchik71
      perchik71
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      There are no textures in the hair, maybe only gradient, you can use .nif's from that mod, VEFS has been fixed Emit for a long time.
    2. modifieda4
      modifieda4
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      sorry i meant "vefs fixes hair meshes" not textures. simpler question: if i use this mod do i lose hair physics?
  6. SaucyApe75
    SaucyApe75
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    So, if I drop this in my order with facegens already done, but with some npc’s having the overlapping hair, will they now be fixed? Or do I need to generate new facegen entirely with the patch enabled?
    1. perchik71
      perchik71
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      But with some npc’s having the overlapping hair, will they now be fixed? - Yep, for runtime gen, this is the only thing that should fix it. Patch mod fixes some forms that are already occupied by Fallout4.esm and appear as duplicates, or they were with spaces. Mod should always be installed, otherwise, there will be what I wrote in red letters (for facegen). 
      Edit: need facegen regen.
    2. SaucyApe75
      SaucyApe75
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      Thanks! Running a regen now.
    3. sabster123
      sabster123
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      i have some pre-made FaceGens installed from other mod authors. I also generate some of my own FaceGens using Creation kit for smaller mods, which was saved as loose files in overwrite folder in MO2. 

      should i click Generate ALL faces or just Generate Missing faces in the wizard in order to avoid overlap and to avoid conflicts?
      OR should i delete all the installed ones and run Generate all faces?
    4. perchik71
      perchik71
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      Guys, I clearly wrote in the description that the EDID is in the .nif file, it must match your game, all facegen generated earlier and having defects must be regenerated. I did not change all the EDIDs, so if the hair on the character did not cause problems and does not cause problems, you do not need to generate again for this NPC.
    5. sabster123
      sabster123
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      copy. thanks
  7. Zeke2323
    Zeke2323
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    Hello, is the esp supposed to change anything other than the EDID for a few records? That is the only change I see when I compare it to the original in xedit.

    I.e. is the patch esp needed or just the meshes?
  8. wipeout
    wipeout
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    The meshes folder in the downloaded file sits within a data folder, but the ESP doesn't. Is that what's intended (i.e. for there to be a nested "data" folder)?
    1. perchik71
      perchik71
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      No, I was mistaken, thanks.
  9. 4estGimp
    4estGimp
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    Very nice.  This is probably the most used mod for npc cosmetic overhauls.

    and since you have so much free time on your hands:  https://www.nexusmods.com/fallout4/mods/45373
    1. perchik71
      perchik71
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      Heh, another mod where the author abandoned it.
    2. 4estGimp
      4estGimp
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      I talked to Radbeetle about a week ago but it was about another mod, clothing issue. 
    3. perchik71
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      I wrote to the author, if he agrees, let's see what can be done.
      Edit: Anyway, I looked at the mod, it's fine. EDID - fine. Meshes - fine. I don't see any problems, the ones that are used as Extra and they with the Extra flag. For me, this is a working mod.
      Edit: .nif's is broken.
  10. KinataHoru
    KinataHoru
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    > Hair stretching all the way to the orbital station

    I thought this happens when the facegen hair model doesn't match the entry inside the plugin. So, are you sure this should be fixed at all? (-:
    1. perchik71
      perchik71
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      I thought this happens when the facegen hair model doesn't match the entry inside the plugin.
      In this case, engine is overlaid on top of another model. Stretching is a facebones bug, need fix .nif file.