- FALLOUT NEW VEGAS CHARACTER OVERHAUL 2.3.1 INSTALL
- FALLOUT NEW VEGAS CHARACTER OVERHAUL 2.3.1 MOD
- FALLOUT NEW VEGAS CHARACTER OVERHAUL 2.3.1 MODS
(Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized with folder names such as "Textures" or "Meshes" (etc.), or ESM/ESP/BSA files. In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure.
FALLOUT NEW VEGAS CHARACTER OVERHAUL 2.3.1 INSTALL
You can manually drag the folders to the correct locations, or repackage the archive to avoid that problem against the next time you need to install it. It was packaged in such a way in the archive that when it was unpacked into the "Data" folder it got placed where the engine isn't looking for it. The usual reasons why a texture is not found and ends up displaying as a solid color such as black (other than failing to toggle AI) are: Look there for the respective files, matching the structure shown in the "Preview File Contents" display below either "meshes" or "textures".) That you find the FCO folder empty suggests this may have indeed happened, and those files were moved to the correct locations under "meshes" and "textures". Which is why it says you should install with MO or FOMM.
FALLOUT NEW VEGAS CHARACTER OVERHAUL 2.3.1 MODS
Presumably package uses a "wizard" to script the install procedure by detecting those mods and automatically installing the correct ESP files. Neither is "After School Special", "AnimatedSweatEffect", etc., which are supposed to be "optional" ESP file choices. ("Fallout Character Overhaul 3.0" is not a valid "top level" folder name under "Data". The same concept applies to "meshes" ("*.nif" files) as well. The following explains what I mean by this, using "textures" ("*.dds" files) for the example. I don't use FCO of NMM myself, but looking at the "Preview File Contents" display (under the archive file on the "Files" tab), it shows the package is structured in a "non-standard" manner. You shouldn't need to use NifSkope with this mod. I recommend anyone read the entire " FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so. Please see the ' Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki " Fallout NV Mod Conflict Troubleshooting" article. Toggling "ArchiveInvalidation" is the first and most common "fix" but not the only one. The Red box with White "!" is indicating a "missing mesh". See the ' Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki " Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. * Do not use an "Auto-purge" mod for game play. They conflict, and MMUE is not as current as YUP.