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Blue Sensor and No Vats


Joshuachan16

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When I aim at anything, objects appear blue like senors and I can't get into VATS...Please help...
Mod Order:
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
JIP Selective-Fire.esm
YUP - Base Game + All DLC.esm
Caliber.esm
CaliberXhonesthearts.esm
NVR-Strip.esm
CaliberXgunrunners.esm
NVInteriors_Core.esm
ELECTRO-CITY - Highways and Byways.esm
ELECTRO-CITY - CompletedWorkorders.esm
NVInteriors_ComboEdition.esm
NevadaSkies.esm
Weapons.of.the.New.Millenia.esm
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
TribalPack.esm
MercenaryPack.esm
ClassicPack.esm
CaravanPack.esm
GunRunnersArsenal.esm
IWR.esm
NVStripOpen.esm
FreesideOpen.esm
Lucky38Suite_Reloaded.esm
EZ_CompanionNVSE.esm
EZ_CompanionNVSE_Killable_Normal.esm
Active Wasteland.esm
Children of the Wasteland.esm
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - YUP Patch.esp
ILO - Nevada Skies Patch.esp
A Better Veronica.esp
YUP - NPC Fixes (Base Game + All DLC).esp
NVR-NPCs.esp
NVR-Version_10.esp
KillableKids.esp
The Mod Configuration Menu.esp
RaestlozPCIdles.esp
The Weapon Mod Menu.esp
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
Weapons.of.the.New.Millenia.Store.esp
NevadaSkies - Ultimate DLC Edition.esp
WeaponModsExpanded.esp
UnlimitedCompanions.esp
dD - Enhanced Blood Main NV.esp
IWR - Rebuilt.esp
populatedcasino.esp
Sprint Mod.esp
StripOpenMain.esp
PipBoyLight.esp
FreesideOpenPatch.esp
ProjectRealityMkIv5HDR.esp
pipboyx3.esp
NCRTrooperOverhaul.esp
Factions Reloaded Legion.esp
Caesars Freeside Shop.esp
Caesars_Legion_Overhaul.esp
Active Wasteland - Coffee Maker.esp
Active Wasteland - Dead Money Coffee Maker.esp
Active Wasteland - Dead Money Goggle Tints.esp
Active Wasteland - Dead Money Replacements.esp
Active Wasteland - Goggle Tints.esp
Active Wasteland - Vanilla Replacements.esp
CCSP2_5d.esp
PA Footsteps.esp
ImmersivePickupSoundsFNV.esp
Near Death.esp
EVE FNV - ALL DLC.esp
A Better Cass.esp
jocelyn.esp
A Better Boone.esp
Better Burned Man.esp
FP gun follows crosshairs.esp
EnhancedGrass.esp
RSCR-Enhanced.esp
RSCR-Expansion_Decks.esp
QS_Blackwolf_NV_Backpackmod.esp
fastervats.esp
JIP Realistic Weapon Overheating.esp

 

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First of all, that is not a properly sorted "load order". Please see the 'Maximizing use of memory', 'Third Rule: The Rule of One', 'Essentials for Getting Started', 'Vanilla "Load Order"' entries in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article.

* Then, please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. If the problem persists, then see the 'Solutions to Starting the game problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article.

 

* Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures. Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

I suspect your "blue objects" is the result of the mod "Active Wasteland - Goggle Tints.esp", but haven't actually used it so that is just a guess.

 

-Dubious-

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First of all, that is not a properly sorted "load order". Please see the 'Maximizing use of memory', 'Third Rule: The Rule of One', 'Essentials for Getting Started', 'Vanilla "Load Order"' entries in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article.

 

* Then, please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. If the problem persists, then see the 'Solutions to Starting the game problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article.

 

* Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures. Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

I suspect your "blue objects" is the result of the mod "Active Wasteland - Goggle Tints.esp", but haven't actually used it so that is just a guess.

 

-Dubious-

 

It worked! I found out that it's the Active Wasteland - Goggle Tints.esp mod that was making the blur sensor effect. Thanks for your advice! It really helped my game a lot!

 

 

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First of all, that is not a properly sorted "load order". Please see the 'Maximizing use of memory', 'Third Rule: The Rule of One', 'Essentials for Getting Started', 'Vanilla "Load Order"' entries in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article.

 

* Then, please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. If the problem persists, then see the 'Solutions to Starting the game problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article.

 

* Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures. Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

I suspect your "blue objects" is the result of the mod "Active Wasteland - Goggle Tints.esp", but haven't actually used it so that is just a guess.

 

-Dubious-

 

I found out that it only works for a very short period of time, I'd already had the 4GB patcher and had merged the load order, also enabled ArchiveInvalidation from FOMM, but the problem still appears and it sometimes wouldn't let me click on anything whenever I pause the game.

 

VATS still doesn't work if I clicked the assigned key, I also changed the key mapping but it does the same...

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Some mods make changes that cannot be backed out of a "save game" file. In which case you have to revert back to a "save game" from before you added the mod, or start a "new game". Please see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article. This is always a risk with uninstalling any mod from an active game.

If VATS isn't working, the most likely reason is a "mod conflict" which has re-assigned the key from the default of "V". If you tried remapping to another key and it still doesn't work, I would recommend that the quickest solution would be to start a "new game" (see the 'Restoring to "Vanilla" ' entry in the "General Mod Use" article) with the minimum of "essential" mods, confirm all is working as it should, and then install and test each additional mod one at a time. I know it seems like a lot of work, but it is the only way to determine what mod is causing the conflict. Once all the mods are installed and the game seems stable (no crashing or weird behavior), then build your "bashed patch" file.

 

With all the mod managers (except Wrye Flash which detects the changes to files) you have to toggle "ArchiveInvalidation" after adding or removing any texture/mesh files, each time you make any change.

 

-Dubious-

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Some mods make changes that cannot be backed out of a "save game" file. In which case you have to revert back to a "save game" from before you added the mod, or start a "new game". Please see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article. This is always a risk with uninstalling any mod from an active game.

 

If VATS isn't working, the most likely reason is a "mod conflict" which has re-assigned the key from the default of "V". If you tried remapping to another key and it still doesn't work, I would recommend that the quickest solution would be to start a "new game" (see the 'Restoring to "Vanilla" ' entry in the "General Mod Use" article) with the minimum of "essential" mods, confirm all is working as it should, and then install and test each additional mod one at a time. I know it seems like a lot of work, but it is the only way to determine what mod is causing the conflict. Once all the mods are installed and the game seems stable (no crashing or weird behavior), then build your "bashed patch" file.

 

With all the mod managers (except Wrye Flash which detects the changes to files) you have to toggle "ArchiveInvalidation" after adding or removing any texture/mesh files, each time you make any change.

 

-Dubious-

OK, I'll give it a go, thanks again for helping me out~

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