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Trying to figure out what mesh is missing


SaucyMacgyver

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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.esp
100 64 ILO - PipBoy Light.esp
101 65 ILO - Nevada Skies Patch.esp
102 66 ILO - YUP Patch.esp
103 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.esp
104 68 ILO - GS Shack.esp
[OFF] NevadaSkies - TTW Edition.esp
105 69 NevadaSkies - Ultimate DLC Edition.esp
NevadaSkies - Basic Edition.esp
Total Active Plugins: 106
Total 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 by SaucyMacgyver
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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-

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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.

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