The mod comes with a pretty verbose log, located in "Documents\My Games\Fallout4\F4SE\HeadpartExtended.log". Include that file (using pastebin) if you have any problem. The log will be disabled (set to minimum) when the beta phase is complete.
1.1.0 :
Beta phase ended. I didn't notice any bug or received any report.
Recompiled the plugin in release mod (debug log set to minimum).
I Highly recommend that you update to the new version if you are still on beta, because the beta version rely on debug.dll that is not part of the regular C++ Redistributable (you might not have it). Beta version left for debugging.
hi, im a little confused, if i do nothing but download this mod, will i see any impact/improvement? or does this need to be paired with a mod which alters head parts? is it assumed that mods npc mods alter head parts in a way that this mod will fix?
This mod won't do anything on its own. It will just make any mod that applies headparts in script (piercings, eyelashes, tints...) compatible with NPCs (not just PC).
I usually will do a hard save then wait a few seconds, then ~qqq (in my head I call it quick quiet quit but idk if it has a designation) which then takes me straight to desktop. All saves seem to be fine but I haven't installed this mod yet. Since 1.0.4 fixed and introduced bug from 1.0.3, it made wonder if closing this way would trigger a crash with your mod installed.
Only reason I haven't installed this is that I have so many mods that I've broke or that I'm trying to get to play nice together. My game is currently borked.
The crash is gone with 1.0.4, and i don't see any problem with closing the game with console. Honestly, i thought about leaving that bug as feature. It's always safer to exit the game before reloading a save, because the game doesn't clean everything when you don't. That's why the plugin manually clean all headparts when you reload a save, because the game won't do it.
You shouldn't have to worry about installing this mod, it won't cause any problem AFAIK and you can remove it whenever you want with no side effects. If you think there is a compatibility issue with another F4SE plugin, report it here and i will investigate.
Causes some weird issues with beards and mustaches, instead of the facial hair it looks like a rainbow of spray paint is on their face. Only happens to certain raider males, not all. Guess this could be the problem? [03/17/2025 - 13:52:31] [debug] Read NPC map... [03/17/2025 - 13:52:31] [debug] Read actor/headparts array... [03/17/2025 - 13:52:31] [warning] failed to get next record info
No xcell Non NG Using Genetics and some other beautification mods Once mod removed these facial hairs go back to normal.
"[warning] failed to get next record info" i don't think it's related to what you are describing (full log is more useful). Can you post a screenshot of the affected NPC(s). If they are vanilla, give me the formID and the headpart(s) name causing the problem (or the mod adding them in script), i will try to reproduce the bug. It could be a conflict between headparts (face hair are also headparts).
I would do the whole log but I took a look at it before I uploaded the whole thing and that error is the only thing out of place. Everything else has loaded. And Eidos genetics is heavy modified by me because I use it as a conflict Resolution file as well, forwarding BLD and other mods that also affect NPCs (like a bit prettier raiders).
So just by having this plugin enabled, you get that bug ? This plugin does not interfere with looksmenu features and the mods you mentioned (genetics, prettier raiders) don't seem to add headparts in scripts, as far as i can tell. I changed facial hair/presets in looksmenu, and i don't see any problem. Do you know what mod (in your mod list) make use of this plugin ? and please include the full log (pastebin) so i can at least tell what functions of this mod are being called if any.
I fixed it, it was something to do with a entry warning in xedit. But I still have a problem with it turning some raider npcs faces brown. The brown face fix mod dont fix it, I know on my mod list faces turn brown when adding or removing mods but can be fixed by reloading save. Doesnt work on this, once I remove again the brown faces dont appear. It just makes brown faces appear more often. I use this mod for raider gangs extended with the face tattoos like in the screen shot.
According to the log, this plugin is technically not doing anything in your game since no headpart was added in papyrus. It's merely catching and returning vanilla functions as is. Anyway, i made the plugin almost completely inactive (dormant) if not needed in this new build, so give it a try and post your log (should be way shorter). This should tell us if the brown face is caused by one of the functions.
I got some time to play the game for a change and so far, no problem with male NPC faces (this mod doesn't discriminate against men ). I'll keep an eye on this bug.
So I have been trying to get this to work with my piercing mod and I cant seem to equip the piercing on a raider or settler, is there somthing I need to do that I am missing? ):
Do not update to next gen if that what you mean, cause i didn't either (i will update this mod when i do) but update the address lib. Empty log means plugin not loaded. Someone had a similar problem and fixed it by updating address lib. If it's not enough, i will DM you a new build to try with.
Yeah I updated (I think I had already updated to the newest lib), but still nothing is showing in the log or in game... Very odd, perhaps another mod is blocking it from working. :\
Thank you, Lee! I had the script ready to test and it works first try. This script didn't work previously with my NPCs, even though they were marked as Chargen. I didn't want to report it u because I knew you were working on it.
My two NPCs being treated by Dr. McKenzie at Nuka Market. :D
Yeah, even if you flag an NPC as chargen preset, (for x-cell, vanilla script doesn't check for that flag), the headpart won't persist. Now, you should be able to add headparts to anyone. Enjoy. PS F4SE function "GetHeadParts()" will return nothing for generic NPCs even if you added HP to them using this mod. I will add a new papyrus function for them later so you can get a list of headparts held by the template NPC. But you can still remove the HP using changeheadpart() (patched by this plugin).
34 comments
1.1.0 :
- Beta phase ended. I didn't notice any bug or received any report.
- Recompiled the plugin in release mod (debug log set to minimum).
I Highly recommend that you update to the new version if you are still on beta, because the beta version rely on debug.dll that is not part of the regular C++ Redistributable (you might not have it).Beta version left for debugging.
F4SE ChangeHeadPart Fix at Fallout 4 Nexus - Mods and community
Only reason I haven't installed this is that I have so many mods that I've broke or that I'm trying to get to play nice together. My game is currently borked.
You shouldn't have to worry about installing this mod, it won't cause any problem AFAIK and you can remove it whenever you want with no side effects.
If you think there is a compatibility issue with another F4SE plugin, report it here and i will investigate.
[03/17/2025 - 13:52:31] [debug] Read NPC map...
[03/17/2025 - 13:52:31] [debug] Read actor/headparts array...
[03/17/2025 - 13:52:31] [warning] failed to get next record info
No xcell
Non NG
Using Genetics and some other beautification mods
Once mod removed these facial hairs go back to normal.
It could be a conflict between headparts (face hair are also headparts).
https://ibb.co/svTFyJMx
I changed facial hair/presets in looksmenu, and i don't see any problem. Do you know what mod (in your mod list) make use of this plugin ? and please include the full log (pastebin) so i can at least tell what functions of this mod are being called if any.
Headpart Log
Anyway, i made the plugin almost completely inactive (dormant) if not needed in this new build, so give it a try and post your log (should be way shorter). This should tell us if the brown face is caused by one of the functions.
I'll keep an eye on this bug.
Will my piercings now show up on NPC... I must test, super excited!
Can you post the log file mentioned in the sticky above. It will at least tell me if the mod is loaded on your machine or not.
[edit]
I totally forgot I havent updated yet since I was working on some mods and didnt want to screw them up. I bet thats the problem lol.
Empty log means plugin not loaded. Someone had a similar problem and fixed it by updating address lib. If it's not enough, i will DM you a new build to try with.
My two NPCs being treated by Dr. McKenzie at Nuka Market. :D
https://ibb.co/7JmjVBpg
PS
F4SE function "GetHeadParts()" will return nothing for generic NPCs even if you added HP to them using this mod. I will add a new papyrus function for them later so you can get a list of headparts held by the template NPC. But you can still remove the HP using changeheadpart() (patched by this plugin).
Just saying.