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FusionGirlHeadRearFix


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Posted

FusionGirlHeadRearFix

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It surprised me that no one has done something like this for Fusion Girl yet, so here it is.

 

 

 

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:

 

1. You should have texture files:

 

femalebody_d,

femalebody_n,

femalebody_s,

 

femalebhed_d,

femalebhed_n,

femalebhed_s,

 

femalebodydirty_d,

femalebodydirty_n,

femalebodydirty_s

 

2. Remember:

    Now the "FusionGirlHeadRearFix" folder is your friend,

    now this folder is responsible for which textures in the game

    will be displayed on the BODY.

 

3. Place:

   The files femalebody_d, femalebody_n, femalebody_s to

   "FusionGirlHeadRearFix" folder in Data/Textures/Actors/Character/FusionGirlHeadRearFix

 

4. Rename:

 

    femalebhed_d,

    femalebhed_n,

    femalebhed_s,

 

            to

 

    femalebody_d,

    femalebody_n,

    femalebody_s,

 

(p.s. 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)

 

5. Place:

    

    femalebody_d,

    femalebody_n,

    femalebody_s,

 

files to Data/Textures/Actors/Character/BaseHumanFemale

(This is the usual directory of bodies, now HeadRears are stored there. You can still set hand textures, face textures, and so on here.)

 

6. Done, BUT:

 

Where do you get the "..._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.   -> https://ibb.co/FbXJx2JP

 

This is what the "femalebhed" file looks like:

In red, I highlighted the area that overlaps with the HeadRear. What is the solution? Well, you can do it like this, it worked great for me, but its just a luck. ↓↓↓

 

 

Good luck.


 

Posted
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" files (if you have any). Lets explain in more detail how the mod works: 
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.

 

Here is a screenshot for clarity.

Spoiler

image.png.4726823ae39d378d3bac33949d4ea4af.png

 

And another one

Spoiler

image.png.3b9291751f6ab00e8d89dc7ed5bed5b1.png

 

I use MO2, but you can do it without it, btw.

Posted
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.

Posted
21 minutes ago, slivared said:

Нет, файлы из пункта 3 переименовывать не нужно. Вместо этого нужно переименовать файлы "femalebhed"  ( если они у вас есть ) . Давайте подробнее объясним, как работает мод:  он меняет путь так, чтобы игра брала файлы текстур тела из папки "FusionGirlHeadRearFix", а не из BaseHumanFemale. Теперь в папке BaseHumanFemale должны быть файлы текстур HeadRear + hands\face (если не понимаете, о чём я), посмотрите прикреплённые ссылки на фото. В архиве также есть файлы материалов и мешей — я тоже изменил путь к ним.

 

Для ясности привожу скриншот .

  Показать скрытое содержимое

изображение.png.4726823ae39d378d3bac33949d4ea4af.png

 

И еще один

  Показать скрытое содержимое

image.png.3b9291751f6ab00e8d89dc7ed5bed5b1.png

 

Я использую MO2 , но , кстати, можно обойтись и без него .

I also use MO2, I just got a little confused with Google Translate.

Posted

I think I'm dumb, what is the problem this mod solves? The "femalebhed" texture files do get loaded in my game, things seem fine😶

Posted
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 fine😶

Yes, but pay attention to the raiders - I use the mod A Bit Prettier Raider Faces 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" skin (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". Anyway, you wont need it if you are not as meticulous as I am, but I have always noticed it when I have looted female raiders. Take a look at the same mod, but for CBBE, then it will become clearer to you what this one is for  :)

Posted
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.

Posted
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.

 

And I can simply install the mod with Vortex? With 830 active mods, I'm avoiding manual changes.

Posted
17 hours ago, deathmorph said:

 

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.

 

Here is an example of my folders:

 

Spoiler

image.png.a317470ae4bb6f29ce73f5e49c013eb6.png

Spoiler

image.png.4a482a53d755c73a7919e751c3828ea0.png

 

  • 3 months later...
Posted (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.

 

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 by seaclip
  • 2 months later...
Posted (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.

 

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 — 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 — 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 — simply because there are essentially no ghoul textures that use FusionGirl at all).
Thanks again for your reply. :)

UPD: 

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 don’t 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 — nothing fancy, just a flat color for the HeadRear. It’s 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 it’s colored completely in one flat color — 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.

I’ve also added ghouls to this mod — 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.

 

Edited by slivared
Posted (edited)
24 minutes ago, slivared said:

Thank you for your reply.
There really is no need to change the HeadParts — 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 — 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 — 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.

 

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. 

 

There's probably a way to do it without restarting xedit too or maybe even needing to un-esl and re-esl it. 

Edited by Franco Cozzo
Posted
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.

 

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. 

 

There's probably a way to do it without restarting xedit too or maybe even needing to un-esl and re-esl it. 

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. :)

Posted
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

Posted

It would be good to get any fixes for default textures integrated into the next FG version.

 

Make sure to check in on the ZeX Discord where FG v2 planning is already underway.

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