First one to post! Thank you for doing this Qwinn! Would love to get feedback from the community as this should be an optimized version of an 8 year old mod. Cheerio!
Q: I see pink faces! A: You have installed FCO version 3.0+ instead of FCO 2.3.1. Per the NVR3 installation instructions, 2.3.1 is the correct version to use.
Q: I installed this in an ongoing game and now I'm stuck in the ground! A: This should only have happened if you installed a previous version of QRNVR3 and previously had FCOMaster.esm enabled. From version 1.4.0, leave the FCOMaster.esm from QRNVR3 enabled, and you shouldn't have this problem anymore.
Q: I've got invisible characters! A: If you have a bashed patch, recreate it (it should be a lot smaller when based on QRNVR3). If you're using old patches made for NVR3 v4.4, they could also be the cause. Let me know what mod the patch was for and I'll make a new version of it for QRNVR3.
Q: I see NPCs whose body is one race and their head is another race (not just neck seam which is inevitable in FNV, but clearly different races). A: These are vanilla bugs, not specific to NVR3. I have hopefully fixed them entirely as of version 1.7.0. If you spot the issue in v1.7.0 forward, please take a screenshot and identify the NPC for me.
Q: Should I keep the FCOMaster.esm from your mod enabled? A: Yes, if you want to use the custom player races from FCO or already had it enabled in your ongoing game. No otherwise.
Q: Should I keep the New Vegas Redesigned 3.esp from your mod enabled? A: No, unless you need it to be a master for a patch made for NVR3 v4.4... but it turns out old patches may not work well. Let me know if you need a patch replaced and I'll add it to QRNVR3. Making compatibility patches is my thing.
Q: When you say you'll replace old patches, does that include the patches from the NVR3 page? A: New versions of most patches which require a plugin are already in the QRNVR3 installer (this is aside from some other beautification mods that I'm having trouble finding on Nexus now). If you have the compatibility patches from the NVR3 page installed, uninstall them and use the ones that I provide instead. If you have a patch designed for NVR3 v4.4 that I haven't made a replacement for yet, let me know and I'll make them for QRNVR3.
Q: Can I use your new merged version in an ongoing game? A: NO! Absolutely not. Massive breakage will ensue. (If you started a new game with version 1.6.0 MERGED, it's safe to update to v1.8.0 MERGED... this warning is only for people who ever used the split version. MERGED version can be updated to newer MERGED versions with no issues.)
I don't know *how* I didn't notice previously that NVR3's compatibility files download has a patch for Roberts male body that patches raiders textures. Oops. Still, not a lot I can do with it. I would include it in my installer, but it needs to be loose files and overwrite the Roberts textures, which would introduce a load order requirement on QRNVR3 that doesn't exist otherwise. So, I do recommend installing it if you're using Roberts but you should download it from the NVR3 page and install it as a separate mod.
Updated YUP patch to YUP 11.6. Updated AWOP patch to AWOP 6.01. Added ADAM Trooper Gloves patch (ADAM Reborn 4.5.1.)
The following is from version 1.6.0 but is still important and timely: I've added a MERGED version which has only one plugin rather than four. This version is FOR NEW GAMES ONLY - your game will break badly if you attempt to install the MERGED version mid-game after having the split version enabled in your save. For best results, remove the three obsolete plugins from your base NVR3 installation folder prior to installing QRNVR3 Merged version. If you do this correctly, the installer will know and won't install empty versions of those plugins to overwrite the originals. See the green installation instructions for the Merged version on the description page for full details.
The description page has been updated with a list of all available patches as of v2.2.0. As always, if you know of a mod that needs a compatibility patch that I haven't already provided, please let me know.
I found a bug. I've been browsing forums and the consensus seems to be that it's caused by this mod. Oscar Valesco from bitter springs cave randomly shows up in Goodsprings or follows you when you enter or exit an interior cell. He seems to be in the middle of his dialog tree because he asks what the player is doing back there when I've never spoken to him before.
So ive just installed fallout redesign to fix the face of the people. totally worked but now I crashes after time and interiors does not always render. any idea how I fix this. Im not a native english speaker or that good with tech.
are we just fucked if we have the newest version of yup? the 11.6 versions is archived so i'm stuck a shit load of vanilla faces on npcs because of the new yup npc fixes or whatever. many of them are redesigned, but a noticeable amount are like completely vanilla.. what a let down
I've been having this issue ever since I've tried using different body models, I'm using Vortex and have been painstakingly trying to transfer to MO2 with my.. 200+ sum mods... I keep seeing people with bodies that differ from their faces, like the silver rush guard infront of the shop, and the kings. If anyone is able to tell me what dumb thing I did to befall this bug onto myself and how to fix it, it would be awesome. Here's my load order: https://imgur.com/a/aUFue4K Edit: Made it into an imgur link for less clutter.
You say I should delete Gomorrah Redesigned v2.esp", "Bitter Springs Redesigned.esp", and "New Vegas Redesigned 3.esp". Surely I could just untick them on installation?
Can't recommend this mod enough! However, I am having one minor issue. When I install it, it recognizes that I have YUP and adds the appropriate patch, but it doesn't register TLD or allow me to select that patch in the installation menu. Is this an issue on my end, or on the mod's end?
I'm loading this fantastic mod via MO2, and overall I'm very satisfied (now that one of the stickies told me how to sort out the issue with Ghost's sunglasses - thanks for that!). But I do have one other question/request - how would I go about reverting the appearance of a particular NPC (Sarah Weintraub, go fig) to her default original? It's been years since I dabbled in modding, and I'm brand new to MO2, so I'd appreciate guidance from someone who's kept up.
Easiest way would be to open the ESM in FNVEdit and override her NPC records with the Vanilla ones (Or whichever records you want).
I say "easy", but to be fair, you'd need to run XEdit (Latest version from GIT Hub is generally the best in my experience) from MO2. Running an application from MO2 should be in the MO2 guide, and tutorials for editing with XEdit are still online via Youtube videos, I believe.
Already had YUP, but it was at the top of my load order. Instead I used the "Hide" option in MO2 on any copy of that file that wasn't YUP. Which allowed YUP to be the only one with that file.
Everything works, except for the changes made to companions, all my companions are still default vanilla appearance, I have YUP and all the necessary patches, not sure what is causing this,. It wouldn't be a big deal as I really have no problem with how my companions look except it seems there are mismatched textures for Raul, he has red skin on his body and his head is the default pinkish skin color. Nothing I do seems to fix this except disabling the mod all together.
1096 comments
Q: I see pink faces!
A: You have installed FCO version 3.0+ instead of FCO 2.3.1. Per the NVR3 installation instructions, 2.3.1 is the correct version to use.
Q: I installed this in an ongoing game and now I'm stuck in the ground!
A: This should only have happened if you installed a previous version of QRNVR3 and previously had FCOMaster.esm enabled. From version 1.4.0, leave the FCOMaster.esm from QRNVR3 enabled, and you shouldn't have this problem anymore.
Q: I've got invisible characters!
A: If you have a bashed patch, recreate it (it should be a lot smaller when based on QRNVR3). If you're using old patches made for NVR3 v4.4, they could also be the cause. Let me know what mod the patch was for and I'll make a new version of it for QRNVR3.
Q: I see NPCs whose body is one race and their head is another race (not just neck seam which is inevitable in FNV, but clearly different races).
A: These are vanilla bugs, not specific to NVR3. I have hopefully fixed them entirely as of version 1.7.0. If you spot the issue in v1.7.0 forward, please take a screenshot and identify the NPC for me.
Q: Should I keep the FCOMaster.esm from your mod enabled?
A: Yes, if you want to use the custom player races from FCO or already had it enabled in your ongoing game. No otherwise.
Q: Should I keep the New Vegas Redesigned 3.esp from your mod enabled?
A: No, unless you need it to be a master for a patch made for NVR3 v4.4... but it turns out old patches may not work well. Let me know if you need a patch replaced and I'll add it to QRNVR3. Making compatibility patches is my thing.
Q: When you say you'll replace old patches, does that include the patches from the NVR3 page?
A: New versions of most patches which require a plugin are already in the QRNVR3 installer (this is aside from some other beautification mods that I'm having trouble finding on Nexus now). If you have the compatibility patches from the NVR3 page installed, uninstall them and use the ones that I provide instead. If you have a patch designed for NVR3 v4.4 that I haven't made a replacement for yet, let me know and I'll make them for QRNVR3.
Q: Can I use your new merged version in an ongoing game?
A: NO! Absolutely not. Massive breakage will ensue. (If you started a new game with version 1.6.0 MERGED, it's safe to update to v1.8.0 MERGED... this warning is only for people who ever used the split version. MERGED version can be updated to newer MERGED versions with no issues.)
Updated YUP patch to YUP 11.6.
Updated AWOP patch to AWOP 6.01.
Added ADAM Trooper Gloves patch (ADAM Reborn 4.5.1.)
The following is from version 1.6.0 but is still important and timely: I've added a MERGED version which has only one plugin rather than four. This version is FOR NEW GAMES ONLY - your game will break badly if you attempt to install the MERGED version mid-game after having the split version enabled in your save. For best results, remove the three obsolete plugins from your base NVR3 installation folder prior to installing QRNVR3 Merged version. If you do this correctly, the installer will know and won't install empty versions of those plugins to overwrite the originals. See the green installation instructions for the Merged version on the description page for full details.
The description page has been updated with a list of all available patches as of v2.2.0. As always, if you know of a mod that needs a compatibility patch that I haven't already provided, please let me know.
the 11.6 versions is archived so i'm stuck a shit load of vanilla faces on npcs because of the new yup npc fixes or whatever.
many of them are redesigned, but a noticeable amount are like completely vanilla.. what a let down
I keep seeing people with bodies that differ from their faces, like the silver rush guard infront of the shop, and the kings.
If anyone is able to tell me what dumb thing I did to befall this bug onto myself and how to fix it, it would be awesome.
Here's my load order:
https://imgur.com/a/aUFue4K
Edit: Made it into an imgur link for less clutter.
However, I am having one minor issue. When I install it, it recognizes that I have YUP and adds the appropriate patch, but it doesn't register TLD or allow me to select that patch in the installation menu. Is this an issue on my end, or on the mod's end?
I say "easy", but to be fair, you'd need to run XEdit (Latest version from GIT Hub is generally the best in my experience) from MO2. Running an application from MO2 should be in the MO2 guide, and tutorials for editing with XEdit are still online via Youtube videos, I believe.
you'll find it in this path
meshes\armor\headgear\ncr_civillian
Already had YUP, but it was at the top of my load order. Instead I used the "Hide" option in MO2 on any copy of that file that wasn't YUP. Which allowed YUP to be the only one with that file.
Thanks for the help!