slivared Posted October 4, 2025 Posted October 4, 2025 FusionGirlHeadRearFix View File It surprised me that no one has done something like this for Fusion Girl yet, so here it is. Ā Ā Ā This file doesnt do anything by itself, but it will help you get rid of the problem with HeadRear. Here is what you need to do: Ā 1.Ā You should have texture files: Ā femalebody_d, femalebody_n, femalebody_s, Ā femalebhed_d, femalebhed_n, femalebhed_s, Ā femalebodydirty_d, femalebodydirty_n, femalebodydirty_s Ā 2.Ā Remember: Ā Ā Now the "FusionGirlHeadRearFix" folder is your friend, Ā Ā now this folder is responsible for which textures in the game Ā Ā will be displayed on the BODY. Ā 3. Place: Ā Ā The files femalebody_d,Ā femalebody_n, femalebody_s to Ā Ā "FusionGirlHeadRearFix"Ā folder in Data/Textures/Actors/Character/FusionGirlHeadRearFix Ā 4. Rename: Ā Ā Ā femalebhed_d, Ā Ā femalebhed_n, Ā Ā femalebhed_s, Ā Ā Ā Ā Ā Ā Ā to Ā Ā Ā femalebody_d, Ā Ā femalebody_n, Ā Ā femalebody_s, Ā (p.s.Ā if you want the "dirty skin" to have its own HeadRears (for example, you decided to make the raiders and their "dirty skin" different from yours), the HeadRear files must match THEIR texture) Ā 5. Place: Ā Ā Ā Ā Ā femalebody_d, Ā Ā femalebody_n, Ā Ā femalebody_s, Ā files toĀ Data/Textures/Actors/Character/BaseHumanFemale (This is the usual directory of bodies, now HeadRears are stored there.Ā You can still set hand textures, face textures, and so on here.) Ā 6. Done, BUT: Ā Where do you get theĀ "..._n", "..._s" files from? Oh, my friend... Fusion Girl doesnt have many variations at this moment (the ones that are "patched" all have a seam on the vagina) and THIS IS A PROBLEM, YEAH. You can copy the original files and just rename them to whatever you need. For example: if you dont have a "..._n" file (this often happens with "dirty" textures, because Fallout uses normal maps of "normal" textures on "dirty" textures, idk why, you can copy your NORMAL_n textures and rename it to DIRTY_n.Ā Ā ->Ā https://ibb.co/FbXJx2JP Ā This is what the "femalebhed" file looks like: Spoiler https://ibb.co/CKZp8VKh In red, I highlighted the area that overlaps with the HeadRear.Ā What is the solution? Well, you can do it like this, it worked great for me, but its just a luck.Ā āāā Ā Spoiler https://ibb.co/LhrGXxF4 Ā Good luck. Submitter slivared Submitted 10/04/25 Category Body Replacers Requirements Fusion Girl
Deckard_Blade Runner Posted October 4, 2025 Posted October 4, 2025 I apologize. I didn't understand points 3 and 4. Why rename the files from point 3 if the original name is the same as point 4? Or am I missing something?
slivared Posted October 4, 2025 Author Posted October 4, 2025 1 hour ago, Deckard_Blade Runner said: I apologize. I didn't understand points 3 and 4. Why rename the files from point 3 if the original name is the same as point 4? Or am I missing something? No, you dont need to rename the files from point 3. Instead, you need to rename the "femalebhed"Ā files (if you have any). Lets explain in more detail how the mod works:Ā It changes the path so that the game takes the body texture files from the "FusionGirlHeadRearFix" folder, instead of BaseHumanFemale. Now the BaseHumanFemale folder should contain the HeadRear texture files + hands\face (look at the attached links to the photo if you dont understand what I mean). The archive also contains files of materials and meshes - I changed the path in them as well. Ā Here is a screenshot for clarity. Spoiler Ā And another one Spoiler Ā I use MO2, but you can do it without it, btw.
slivared Posted October 4, 2025 Author Posted October 4, 2025 2 hours ago, Deckard_Blade Runner said: I apologize. I didn't understand points 3 and 4. Why rename the files from point 3 if the original name is the same as point 4? Or am I missing something? The answer to your question will be: the path to the HeadRear is specified as a regular body (it should be called FemaleBody_d/n/s) Ive highlighted the text in a different color to make it easier to understand what to put and where.
Deckard_Blade Runner Posted October 4, 2025 Posted October 4, 2025 21 minutes ago, slivared said: ŠŠµŃ, ŃŠ°Š¹Š»Ń ŠøŠ· ŠæŃŠ½ŠŗŃа 3 ŠæŠµŃŠµŠøŠ¼ŠµŠ½Š¾Š²ŃваŃŃ Š½Šµ Š½ŃŠ¶Š½Š¾. ŠŠ¼ŠµŃŃŠ¾ ŃŃŠ¾Š³Š¾ Š½ŃŠ¶Š½Š¾ ŠæŠµŃŠµŠøŠ¼ŠµŠ½Š¾Š²Š°ŃŃ ŃŠ°Š¹Š»Ń "femalebhed"Ā ( ŠµŃŠ»Šø они Ń Š²Š°Ń ŠµŃŃŃ ) . ŠŠ°Š²Š°Š¹Ńе ŠæŠ¾Š“ŃŠ¾Š±Š½ŠµŠµ обŃŃŃŠ½ŠøŠ¼, как ŃŠ°Š±Š¾ŃŠ°ŠµŃ Š¼Š¾Š“: он Š¼ŠµŠ½ŃŠµŃ ŠæŃŃŃ ŃŠ°Šŗ, ŃŃŠ¾Š±Ń ŠøŠ³ŃŠ° Š±ŃŠ°Š»Š° ŃŠ°Š¹Š»Ń ŃŠµŠŗŃŃŃŃ ŃŠµŠ»Š° ŠøŠ· папки "FusionGirlHeadRearFix", а не ŠøŠ· BaseHumanFemale. ТепеŃŃ Š² папке BaseHumanFemale Š“Š¾Š»Š¶Š½Ń Š±ŃŃŃ ŃŠ°Š¹Š»Ń ŃŠµŠŗŃŃŃŃ HeadRear + hands\face (ŠµŃŠ»Šø не ŠæŠ¾Š½ŠøŠ¼Š°ŠµŃŠµ, о ŃŃŠ¼ Ń), ŠæŠ¾ŃŠ¼Š¾ŃŃŠøŃе ŠæŃŠøŠŗŃŠµŠæŠ»ŃннŃе ŃŃŃŠ»ŠŗŠø на ŃŠ¾Ńо. РаŃŃ ŠøŠ²Šµ ŃŠ°ŠŗŠ¶Šµ еŃŃŃ ŃŠ°Š¹Š»Ń Š¼Š°ŃŠµŃиалов Šø Š¼ŠµŃŠµŠ¹ ā Ń ŃŠ¾Š¶Šµ изменил ŠæŃŃŃ Šŗ ним. Ā ŠŠ»Ń ŃŃŠ½Š¾ŃŃŠø ŠæŃŠøŠ²Š¾Š¶Ń ŃŠŗŃŠøŠ½ŃŠ¾Ń . Ā ŠŠ¾ŠŗŠ°Š·Š°ŃŃ ŃŠŗŃŃŃŠ¾Šµ ŃŠ¾Š“ŠµŃŠ¶ŠøŠ¼Š¾Šµ Ā Š ŠµŃŠµ оГин Ā ŠŠ¾ŠŗŠ°Š·Š°ŃŃ ŃŠŗŃŃŃŠ¾Šµ ŃŠ¾Š“ŠµŃŠ¶ŠøŠ¼Š¾Šµ Ā ŠÆ ŠøŃŠæŠ¾Š»ŃŠ·ŃŃ MO2 , но , ŠŗŃŃŠ°ŃŠø, можно Š¾Š±Š¾Š¹ŃŠøŃŃ Šø без него . I also use MO2, I just got a little confused with Google Translate.
zjzc Posted October 6, 2025 Posted October 6, 2025 I think I'm dumb, what is the problem this mod solves? The "femalebhed" texture files do get loaded in my game, things seem fineš¶
slivared Posted October 6, 2025 Author Posted October 6, 2025 2 hours ago, zjzc said: I think I'm dumb, what is the problem this mod solves? The "femalebhed" texture files do get loaded in my game, things seem fineš¶ Yes, but pay attention to the raiders - I use the modĀ A Bit Prettier Raider FacesĀ and their HeadRear doesnt match the skin. Moreover, any raider in game use "femalebodydirty_d/n/s" texture and any npc in the game with such a "dirty" skinĀ (for example, the captives from the Nuka World DLC) has a texture different from the common skin, this mod indicates a SEPARATE path for their HeadRear (before that they did NOT use HeadRear, instead their HeadRear texture was taken from "femalebodydirty".Ā Anyway, you wont need it if you are not as meticulous as I am, but I have always noticed it when I have lootedĀ female raiders. Take a look at the same mod, but for CBBE, then it will become clearer to you what this one is forĀ
deathmorph Posted October 7, 2025 Posted October 7, 2025 The mod is probably not compatible with X-SENSUOUS Body and HD Face Texture Overhaul - FUSION GIRL - CBBE and High Poly Seamless fix?
Deckard_Blade Runner Posted October 8, 2025 Posted October 8, 2025 15 hours ago, deathmorph said: ŠŠ¾Š“, Š²ŠµŃŠ¾ŃŃŠ½Š¾, Š½ŠµŃŠ¾Š²Š¼ŠµŃŃŠøŠ¼ Ń X-SENSUOUS Body Šø HD Face Texture Overhaul - FUSION GIRL - CBBE Šø High Poly Seamless fix ? I'm using FG with HiPoly Faces, so far I haven't noticed any problems. 1
Deckard_Blade Runner Posted October 8, 2025 Posted October 8, 2025 Just now, Deckard_Blade Runner said: ŠÆ ŠøŃŠæŠ¾Š»ŃŠ·ŃŃ FG Ń HiPoly Faces, пока Š½ŠøŠŗŠ°ŠŗŠøŃ ŠæŃŠ¾Š±Š»ŠµŠ¼ не Š·Š°Š¼ŠµŃŠøŠ». Darling Skin - Replacer - Warm +Ā REPLACER - 1K Resoluton Faces - Warm
slivared Posted October 8, 2025 Author Posted October 8, 2025 16 hours ago, deathmorph said: The mod is probably not compatible with X-SENSUOUS Body and HD Face Texture Overhaul - FUSION GIRL - CBBE and High Poly Seamless fix? It should be compatible with this, because all that this mod does is change the path to HeadRear and Body textures. HighPolyHead simply replaces the head meshes, and also makes it possible to have overlays that "hide" the seam. Therefore, it should be compatible if you have a skin installed that supports it (not all skin textures support it, for example, mine does not). In general, it should be compatible with everything that Fusion Girl is compatible with. 1
deathmorph Posted October 8, 2025 Posted October 8, 2025 8 hours ago, slivared said: It should be compatible with this, because all that this mod does is change the path to HeadRear and Body textures. HighPolyHead simply replaces the head meshes, and also makes it possible to have overlays that "hide" the seam. Therefore, it should be compatible if you have a skin installed that supports it (not all skin textures support it, for example, mine does not). In general, it should be compatible with everything that Fusion Girl is compatible with. Ā And I can simply install the mod with Vortex? With 830 active mods, I'm avoiding manual changes.
slivared Posted October 9, 2025 Author Posted October 9, 2025 17 hours ago, deathmorph said: Ā And I can simply install the mod with Vortex? With 830 active mods, I'm avoiding manual changes. Yeah, this mod contains only an ESP file, modified vanilla files of materials and meshes from Fusion Girl (I only changed the path to textures). But, as I wrote above, you will need to rename the files "femalebhed_d/n/s" to "femalebody_d/n/s", and transfer the body textures themselves to a new folder along the path "textures/actors/character/FusionGIrlHearRearFix" It may sound complicated, but firstly its worth it, and secondly it just seems that way, in fact everything is much simpler. Ā Here is an example of my folders: Ā Spoiler Spoiler Ā 1
seaclip Posted February 2 Posted February 2 (edited) To understand, you need some prior knowledge. For NPCs using Facegen (x-cell), the HeadRear texture loads the vanilla body texture path. This cannot be changed. The workaround is to move the BodyTexture to a different path. I'll say it again: if you're using Facegen, the headrear texture is obtained from the original path Textures\Actors\Character\BaseHumanFemale\femalebody_d/n/s. slivared has fixed this. If you still don't understand, try using a BodyTexture with just the back of the knees changed to a ridiculous color. Ā Isn't editing HeadParts unnecessary? I think it's better to leave the TextureSet specification so that non-Facegen NPCs can use FG changes. I also think it would be better to specify FG as the master and add the esl flag to this esp. Thanks slivared for bringing this issue to my attention. I actually ignored it for two years without being able to fix it lol Edited February 2 by seaclip 1
slivared Posted April 19 Author Posted April 19 (edited) On 2/2/2026 at 5:00 PM, seaclip said: To understand, you need some prior knowledge. For NPCs using Facegen (x-cell), the HeadRear texture loads the vanilla body texture path. This cannot be changed. The workaround is to move the BodyTexture to a different path. I'll say it again: if you're using Facegen, the headrear texture is obtained from the original path Textures\Actors\Character\BaseHumanFemale\femalebody_d/n/s. slivared has fixed this. If you still don't understand, try using a BodyTexture with just the back of the knees changed to a ridiculous color. Ā Isn't editing HeadParts unnecessary? I think it's better to leave the TextureSet specification so that non-Facegen NPCs can use FG changes. I also think it would be better to specify FG as the master and add the esl flag to this esp. Thanks slivared for bringing this issue to my attention. I actually ignored it for two years without being able to fix it lol Thank you for your reply. There really is no need to change the HeadParts ā I made this mod for myself, and it's been over a year, so I can't remember why I changed it. Moreover, I can't recall why I modified the material files and added the "HeadRear" .nif file to the archive. I just checked it, deleted the unnecessary files, and... nothing changed. I have no idea why I did that, but it's funny. As for the .esl file extension ā I left the mod in .esp format just in case, so I could edit it freely without fear of breaking anything, and as you can see, that came in handy. I'll update the file now and remove everything unnecessary (for example, I realized that ghoul textures don't need additional HeadRear files ā simply because there are essentially no ghoul textures that use FusionGirl at all). Thanks again for your reply. UPD:Ā I remembered why I changed the HeadParts. Let me try to explain: In the base game, the texture for HeadRear is taken from the body, but I reassigned the folder for body textures. I removed the "Uses BodyTexture" flag from HeadParts. Now HeadRear has its own separate folder and its own texture, while the body has its own texture as well. If I donāt change the HeadParts, HeadRear will still pull the texture from the main body. Let me illustrate with my own example: I have a texture for HeadRear that looks like a simple square ā nothing fancy, just a flat color for the HeadRear. Itās stored in the "BaseHumanFemaleBody" folder. When I remove the HeadParts entry from my mod, that solid square texture gets applied to the body. As a result, the body does use the correct texture map, but itās colored completely in one flat color ā no details. I noticed this when I tested the mod on female raiders in a test cell. Their nipples were the same color as the rest of the body. In short, HeadParts is used here to separate the body and HeadRear, allowing them to use different textures. Iāve also added ghouls to this mod ā they now also use separate textures for the body and HeadRear. But it still remains a mystery to me why I put the Meshes and Materials folders into the archive. Ā Edited April 19 by slivared
Franco Cozzo Posted April 19 Posted April 19 (edited) 24 minutes ago, slivared said: Thank you for your reply. There really is no need to change the HeadParts ā I made this mod for myself, and it's been over a year, so I can't remember why I changed it. Moreover, I can't recall why I modified the material files and added the "HeadRear" .nif file to the archive. I just checked it, deleted the unnecessary files, and... nothing changed. I have no idea why I did that, but it's funny. As for the .esl file extension ā I left the mod in .esp format just in case, so I could edit it freely without fear of breaking anything, and as you can see, that came in handy. I'll update the file now and remove everything unnecessary (for example, I realized that ghoul textures don't need additional HeadRear files ā simply because there are essentially no ghoul textures that use FusionGirl at all). Thanks again for your reply. You can use xedit/xFOedit to compact all the forms for esl (if you have an MCM it'll need to be updated with all the new formIDs, but all the changes are easy to tell apart, a newly re-done file will only need to compact the new forms, the older ones typically dont change) then make it an ESL flagged esm in the record header. This way its still a .esm file, but its treated like an .esl by the engine. In Mod Organiser 2 they show up as the yellow circle and FE:XXX like FE:123. Ā Then whenever you add a new global/book/message/anything you un-esl it, save, reopen xedit, compact the new forms and esl flag the esm again.Ā Ā There's probably a way to do it without restarting xedit too or maybe even needing to un-esl and re-esl it.Ā Edited April 19 by Franco Cozzo
slivared Posted April 19 Author Posted April 19 16 minutes ago, Franco Cozzo said: You can use xedit/xFOedit to compact all the forms for esl (if you have an MCM it'll need to be updated with all the new formIDs, but all the changes are easy to tell apart, a newly re-done file will only need to compact the new forms, the older ones typically dont change) then make it an ESL flagged esm in the record header. This way its still a .esm file, but its treated like an .esl by the engine. In Mod Organiser 2 they show up as the yellow circle and FE:XXX like FE:123. Ā Then whenever you add a new global/book/message/anything you un-esl it, save, reopen xedit, compact the new forms and esl flag the esm again.Ā Ā There's probably a way to do it without restarting xedit too or maybe even needing to un-esl and re-esl it.Ā You're right. I know about this approach in xEdit, but I wasn't sure if it would work stably without causing problems (bypassing the creation kit). Anyway, I've already compressed the file into .esl format using the Creation Kit and everything seems to be fine. I don't think I'll need to update this file, because everything is already working fine. Thank you for your clarification about xEdit. 1
Franco Cozzo Posted April 19 Posted April 19 58 minutes ago, slivared said: You're right. I know about this approach in xEdit, but I wasn't sure if it would work stably without causing problems (bypassing the creation kit). Anyway, I've already compressed the file into .esl format using the Creation Kit and everything seems to be fine. I don't think I'll need to update this file, because everything is already working fine. Thank you for your clarification about xEdit. No worries, nice work on the mod btw 1
vaultbait Posted April 19 Posted April 19 It would be good to get any fixes for default textures integrated into the next FG version. Ā Make sure to check in on the ZeX Discord where FG v2 planning is already underway. 1
XSupremeFrogX Posted 1 hour ago Posted 1 hour ago (edited) So, this mod also fixes the female ghoul headrear? Edited 1 hour ago by XSupremeFrogX
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