To anyone having trouble installing New Vegas Redesigned 2 (Brave New World Compatability Patch) through Nexus Mod Manager, delete the arbitrary numbers at the end of the file.
For example, if the file looks like this;
New Vegas Redesigned 2 (compatibility with Brave New World)-39218-1-0-1596292631.7z Remove the numbers and make it look like this;
New Vegas Redesigned 2.7z
This was how I fixed it.
If it still doesn't work, well I'm not a technician I don't know what to do for you.
One way to fix Face/Body tone Mismatch - "IT JUST WORKS!" It solved a large part of the problems I was having. http://geck.bethsoft.com/index.php?title=Export_NPC_Face_Textures
"Generating Mod-Specific Face Textures To generate textures only for the NPCs added by a specific mod, you may employ an undocumented method to generate the textures for specific NPCs. This is very quick — usually taking no more than a few seconds.
If the mod is not already an ESM, it must be converted to an ESM due to a limitation in the GECK. You will need to enable the mod's ESM flag by using WRYE BASH or FNVEDIT, or another similar utility. In FNVEdit, load the plugin, select the File Header, and right-click on the "Record Flags" near the top. Tick "ESM". Then save the plugin. In Wrye Bash, right-click on the plugin and choose "ESMify". Load the GECK and load your plugin. Select all NPCs added by the mod. This is much easier when sorting by FormID (see How to Keep Track of Your Records). Press Ctrl+F4 on the keyboard. A message box should pop up in short order saying "Done!" You may close the GECK without saving — you do not need to save the plugin in the GECK unless you made any other changes. If you had flagged the ESP as an ESM and want to distribute your mod as an ESP, you should reverse the ESMify process. In FNVEdit, repeat the same steps as in 1, above. In Wrye Bash, right-click on the plugin and choose "ESPify". After following these steps, the mod's body textures and facial textures will have been exported to the following folders:
Data\textures\characters\BodyMods\yourespname.esp\ (or .esm) Data\textures\characters\FaceMods\yourespname.esp\ (or .esm) If you had renamed the file (e.g., if using Wrye Bash) to .esm but will distribute the plugin as an ESP, be sure to rename the folders to be .esp rather than .esm. Be sure to distribute these files along your mod so that your NPCs will always have perfect textures regardless of whether the end user has made any edits to their INI files."
Someone please pin this comment at the beginning so everyone can see it. Thank you.
Quick question: Do either of these mods (2 and 3) include the DLC characters? (Ulysess, DM Followers, Honest Hearts) and is 3 still a work in progress or complete?
I'll try to help you out as best I can: This covers some HH characters but doesn't do Joshua Graham (see Authentic Burned Man for him) For Ulysses, see Ulysses companion and race by DRAGBODY (so he'll actually have a face that blinks and isn't just wearing a face mask) As for Dead Money, the only one I can think of that technically needed a redesign is Elijah, simply because he doesn't match his holographic image; in this case you can look to New Vegas Character Expansions or Character expansions revised.
Please tell me that I'm not the only person who prefers the second version to the third version? I feel like the third version just makes tons of characters look almost as ugly as FCO.
You're not alone, I like the fact that this mod keeps it fairly simple whilst also expanding on the original designs. Version 3, in my opinion, makes too many drastic changes that don't really work with the characters. Not to say I don't like NVR3 mind you.
My biggest issue with both FCO and NVR3 is the inconsistency between characters that were affected by the mods and those that weren't - you have these ultrarealistic HD faces on the one hand and the vanilla potatoes on the other, it just doesn't mesh. NVR2 strikes the best balance in that regard.
I personally prefer NVR3 to be honest. Bittersprings Redesigned and Gommorah Redesigned are great additions, along with the new voice acting in the Casa Madrid. I also like the grittier details in The Fort. The characters look better too, imo.
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Comments locked
The author has locked this comment topic for the time beingNew Vegas Redesigned 3
http://www.nexusmods.com/newvegas/mods/56312/?
Feel free to modify, update, upload, create patches.
Just please credit everyone.
Enjoy.
For example, if the file looks like this;
New Vegas Redesigned 2 (compatibility with Brave New World)-39218-1-0-1596292631.7z
Remove the numbers and make it look like this;
New Vegas Redesigned 2.7z
This was how I fixed it.
If it still doesn't work, well I'm not a technician I don't know what to do for you.
http://geck.bethsoft.com/index.php?title=Export_NPC_Face_Textures
"Generating Mod-Specific Face Textures
To generate textures only for the NPCs added by a specific mod, you may employ an undocumented method to generate the textures for specific NPCs. This is very quick — usually taking no more than a few seconds.
If the mod is not already an ESM, it must be converted to an ESM due to a limitation in the GECK. You will need to enable the mod's ESM flag by using WRYE BASH or FNVEDIT, or another similar utility.
In FNVEdit, load the plugin, select the File Header, and right-click on the "Record Flags" near the top. Tick "ESM". Then save the plugin.
In Wrye Bash, right-click on the plugin and choose "ESMify".
Load the GECK and load your plugin.
Select all NPCs added by the mod.
This is much easier when sorting by FormID (see How to Keep Track of Your Records).
Press Ctrl+F4 on the keyboard. A message box should pop up in short order saying "Done!"
You may close the GECK without saving — you do not need to save the plugin in the GECK unless you made any other changes.
If you had flagged the ESP as an ESM and want to distribute your mod as an ESP, you should reverse the ESMify process.
In FNVEdit, repeat the same steps as in 1, above.
In Wrye Bash, right-click on the plugin and choose "ESPify".
After following these steps, the mod's body textures and facial textures will have been exported to the following folders:
Data\textures\characters\BodyMods\yourespname.esp\ (or .esm)
Data\textures\characters\FaceMods\yourespname.esp\ (or .esm)
If you had renamed the file (e.g., if using Wrye Bash) to .esm but will distribute the plugin as an ESP, be sure to rename the folders to be .esp rather than .esm. Be sure to distribute these files along your mod so that your NPCs will always have perfect textures regardless of whether the end user has made any edits to their INI files."
Someone please pin this comment at the beginning so everyone can see it.
Thank you.
Is it better to generate them in the GECK?
This covers some HH characters but doesn't do Joshua Graham (see Authentic Burned Man for him)
For Ulysses, see Ulysses companion and race by DRAGBODY (so he'll actually have a face that blinks and isn't just wearing a face mask)
As for Dead Money, the only one I can think of that technically needed a redesign is Elijah, simply because he doesn't match his holographic image; in this case you can look to New Vegas Character Expansions or Character expansions revised.
Hope this helped out a bit
https://www.nexusmods.com/newvegas/mods/39218?tab=files