SaucyMacgyver Posted March 12, 2018 Share Posted March 12, 2018 (edited) EDIT: Apologies, this is technically in the wrong section. I'll reupload to the right one. However I'll leave this up in case someone sees it and can help, but I'll be happy to take it down if the moderators so wish. Hi, I recently booted up FNV again on my new beefy PC. Naturally, I went and modded the s*** out of it. I have decent experience modding, I've got Skyrim and FO4 working wonderfully and know how, for the most part, to make everything copacetic. HOWEVER I ran into a problem (I've had before): missing mesh marker. The marker located in Doc Mitchell's house right in front of the bed you start on. It's like some medical workstation thing. URL to a screenshot I took on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1329451827 This is the only place I have found the marker thus far. I reinstalled NMC and Ojo Bueno doing some cleaner overwrites and still it persists. It might be enhanced blood texture? Idk. I've deleted all the ITM records too (something I haven't done before with Bethesda games, maybe should replace??). Anyway here's my list: 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm 10 a YUP - Base Game + All DLC.esm 11 b oHUD.esm 12 c SolidProject.esm 13 d Interior Lighting Overhaul - Core.esm 14 e Project Nevada - Core.esm 15 f ELECTRO-CITY - CompletedWorkorders.esm 16 10 FCOMaster.esm 17 11 Project Nevada - Equipment.esm 18 12 Project Nevada - Rebalance.esp 19 13 ELECTRO-CITY - Highways and Byways.esm 20 14 Project Nevada - Cyberware.esp 21 15 Weapons.of.the.New.Millenia.esm 22 16 JIP Selective-Fire.esm 23 17 NevadaSkies.esm 24 18 NPC Project.esm 25 19 Project Nevada - Extra Options.esm 26 1a GreatKhanGreatOverhaul.esm 27 1b Interior Lighting Overhaul - L38PS.esm 28 1c YUP - NPC Fixes (Base Game + All DLC).esp 29 1d The Mod Configuration Menu.esp 30 1e B42Inertia.esp 31 1f Mission Mojave - Ultimate Edition.esp 32 20 Vurt's WFO.esp 33 21 NPC Project - Freeside.esp 34 22 Project Nevada - Rebalance Complete.esp 35 23 Project Nevada - All DLC.esp 36 24 FCO - NPC Changes.esp 37 25 WeaponModsExpanded.esp 38 26 CNR_Beta.esp 39 27 NCROverhaul.esp 40 28 ADAM - Trooper Gloves.esp 41 29 All Weapon Sounds Overhaul .esp 42 2a WMX-DLCMerged.esp 43 2b Weapons.of.the.New.Millenia.Store.esp 44 2c MMUE-CP-WMX.esp 45 2d CourierCacheWSE.esp 46 2e MMUE-CP-Electrocity.esp 47 2f ADAM Complete.esp 48 30 1nivVSLArmors.esp 49 31 MMUE-CP-PNEquipment.esp 50 32 ADAM - MERGE.esp 51 33 1nivPNSLPatch.esp 52 34 hz_1 by 1 Reload Fix.esp 53 35 hz_Automatic Weapons Fix.esp 54 36 BLEEDNV.esp 55 37 PowderIsTheNewBlack.esp 56 38 NukaCola-Ojo.esp 57 39 Weapons.of.the.New.Millenia.Store.LITE.esp 58 3a TGsArmorCollectionVegas.esp 59 3b CAGE 1.9.3.2.esp 60 3c DynamiCamera.esp 61 3d DYNAVISION 3.esp 62 3e GBMM - Gun Behavior Mod Merge.esp 63 3f Project Nevada - WMX.esp 64 40 WMX-POPMerged.esp 65 41 Real Recoil.esp 66 42 IMPACT.esp 67 43 boa ncrpahelmet.esp 68 44 Boacombat2glove.esp 69 45 dD - Enhanced Blood Main NV.esp 70 46 Readius_NV.esp 71 47 ArmedToTheTeeth-NewVegas.esp 72 48 The Weapon Mod Menu.esp 73 49 Weapons.of.the.New.Millenia.Leveled.Lists.esp 74 4a Weapons.of.the.New.Millenia.Cheat.Cabinet.esp 75 4b Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp 76 4c DarNifiedUINV.esp 77 4d Zan_AutoPurge_SmartAgro_NV.esp 78 4e NevadaSkies - Darker Nights.esp 79 4f Nevada Skies - Winter Edition.esp 80 50 GRA-WRP-Patch-Two_Unofficial.esp 81 51 Asurah_reanimation.esp 82 52 Remington870SO.esp 83 53 M37Ithaca.esp 84 54 CAWS.esp 85 55 CM4A1.esp 86 56 AK74.esp 87 57 AKS74u.esp 88 58 DEagle.esp 89 59 M14.esp 90 5a B92FS.esp 91 5b StenMkII.esp 92 5c Project Nevada - Cyberware Additions.esp 93 5d MMUE-CP-PNRebalance.esp 94 5e MMUE-CP-PNCore.esp [OFF] FCO - Russell.esp 95 5f MMUE-CP-ILO.esp 96 60 AmmoChecking.esp 97 61 BoomersGoBoom.esp 98 62 BrotherhoodReforged.esp 99 63 FCO - OHSB NPC Edits.esp100 64 ILO - PipBoy Light.esp101 65 ILO - Nevada Skies Patch.esp102 66 ILO - YUP Patch.esp103 67 Interior Lighting Overhaul - Ultimate Edition.esp [OFF] Interior Lighting Overhaul - Ultimate Edition - No Lucky38.esp [OFF] ILO - Fallout New Vegas.esp [OFF] ILO - Fallout New Vegas - No Lucky38.esp104 68 ILO - GS Shack.esp [OFF] NevadaSkies - TTW Edition.esp105 69 NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Basic Edition.esp Total Active Plugins: 106Total Plugins: 112 As you can see I'm not over the plugin limit (140), which seems to be the most common cause of the missing mesh flag. If y'all could help me figure out which mesh is missing or conflicting or if I'm just missing a patch, would be much appreciated. Please and thank you. Also am running Nevada - Realism ENB. Let me know if more info is needed. Edited March 12, 2018 by SaucyMacgyver Link to comment Share on other sites More sharing options...
dubiousintent Posted March 13, 2018 Share Posted March 13, 2018 FNV uses the older "Gamebryo" engine whereas both Skyrim and FO4 use the newer "Creation" engine. As a result it has more limitations than you are used to. Suggest you review the wiki "FNV General Mod Use Advice" article. The simple response to that error is "Toggle Archive Invalidation" off-and-on again. The location of that toggle is under the 'ArchiveInvalidation (by Manager)' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section for how to identify the specific source of a missing mesh. All of the following may not apply to your specific situation, but are worth repeating anyway.* Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so.* Did you install Steam to it's default location? If so, please see the wiki "Installing Games on Windows Vista+" article for why the original default Steam behavior of installing games to the "C:\Program Files" folder tree was bad (they learned better, and don't do that any more); and why "disabling UAC and running as Administrator" is NOT sufficient, with instructions how to move it. This is the single most important thing you can do to fix and protect yourself against problems in the future. As much of a PITA as that is, it's never going to be any easier than now. Please see the 'Restoring to "Vanilla"' section of the wiki "FNV General Mod Use Advice" article as well.* Are you running Win10? Did you get the "Fall Creator's Update" (FCU aka "RedStone 3")? Do you have "New Vegas Stutter Remover" (NVSR) installed? If all three are "true", then please see the 'Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play' (and other "heap size") entries in the 'Solutions to Performance problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.* If you are suddenly having a "slowdown" or lag; or a lack of sound; or problems getting NVSE to load, or really anything new unexpectedly, please see the 'Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. This may be due to a Windows Update for the "Meltdown and Spectre Vulnerabilities".* Are you using the 4GB Patcher? If not, please see the 'Maximizing use of memory' section of the wiki "FNV General Mod Use Advice" article.* If you are using the full 4GB of memory, most likely your CTD problem (now or in the future) is the default "heap size" is too small. It's so common you might as well deal with it now. Please see the 'Solutions to "Crash To Desktop" (CTD) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.* Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than both of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Master" errors as well.* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.* Do not use an "Auto-purge" mod for game play. (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. 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.* Please see the paragraph about "auto-saves" under the 'Essentials for Getting Started' section of the wiki "FNV General Mod Use Advice" article. If you have been using the built-in "auto-save" feature and you get the endless "roulette wheel" when loading a save game, then your current save game file is corrupted and you will have to either go back to a save before the corruption occurred (hard to tell) or start over.* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
JimboUK Posted March 13, 2018 Share Posted March 13, 2018 Open the console, click on the warning marker and note the first two characters of the ID that appears at the top of the screen, then load up NMM or whatever and find the mod whose load order matches it, that'll be the one that added the problem mesh. Link to comment Share on other sites More sharing options...
Recommended Posts