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All the meshes have vanished


Blamethegods

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So I downloaded a bunch of mods, most of which through Vortex, and New Vegas was running quite splendidly.

I downloaded an enb preset, only to discover that I was having that transparency bug.

I went to the launcher window to disable antialiasing and ansiotropic filtering off.

When I booted up New Vegas, I was greeted with a wasteland dazzled in red signs with exclamation points in them and my character's textures were wonky.

I imagine that this has something to do with launching the game from Vortex and then running the launcher. Is it possible it messed with NVSE?

Please help.

 

Modlist:

 

 

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 FCOMaster.esm
12 c NVWillow.esp
13 d RHKGilbertCompanion.esm
14 e VanessaFollowerNV.esm
15 f Project Nevada - Core.esm
16 10 Project Nevada - Equipment.esm
17 11 Project Nevada - Rebalance.esp
18 12 Project Nevada - Cyberware.esp
19 13 wsex.esm
20 14 Kidnapped by Fiends.esm
21 15 YUP - NPC Fixes (Base Game + All DLC).esp
22 16 FCO - NPC Changes.esp
23 17 delilah.esp
24 18 FCO - Delilah.esp
25 19 FCO - GlowingOne.esp
26 1a FCO - The Last Few Edits + DLC.esp
27 1b FCO - OHSB NPC Edits.esp
28 1c Roberts_NewVegas.esp
29 1d FCO - Roberts Patch.esp
FCO - Russell.esp
30 1e FCO - Willow (Cazy).esp
31 1f FCO - Willow.esp
32 20 Unofficial Patch Plus.esp
33 21 The Mod Configuration Menu.esp
34 22 ThrowableFixes.esp
35 23 MojaveDelight.esp
36 24 1nivVSLArmors.esp
37 25 wsexInnuendoNPCs.esp
38 26 Bouncing Natural Breasts.esp
39 27 IMPACT.esp
40 28 dD - Enhanced Blood Main NV.esp
41 29 Women of New Vegas - Billboards.esp
42 2a wsexInnuendoAnims.esp
43 2b Clarity.esp
44 2c wsex-DSI.esp
45 2d ARESproject.esp
46 2e Brotherhood and House Alliance.esp
47 2f SaveCass.esp
48 30 Convenient Fast Travel Markers.esp
49 31 FIXforLegionArmors.esp
50 32 Tailor Maid - NV.esp
51 33 MercWanderer.esp
52 34 Holster Gear.esp
53 35 NVDLC04 Allegiance w Duster.esp
54 36 WEATHER RUDY ENB.esp
55 37 UnlimitedCompanions.esp
56 38 AsharasHairConversionNV.esp
57 39 FalloutMaleHair.esp
58 3a zzjayHairsFNV.esp

 

 

Edited by Blamethegods
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This appears to be a "Vortex" problem rather than one specific to FNV. But speaking generally, running the "FalloutNVLauncher.exe" program completely deletes the existing INI files in the "C:\Users" game folder and rebuilds them from the "FalloutNV_default.INI" file located in the game root folder. (Please see the 'Game INI files' section of the wiki "FNV General Mod Use Advice" article.) My suggestion would be to run it outside of Vortex, but I don't use that manager and you should heed linked tutorials in the 'Mod Managers' section of that same article.

 

I am not able to enlarge your screenshot so I can read it's contents (part of why we don't like them for "load orders"). We REALLY need to see your sorted "load order" as produced by "LOOT"; to include the main game and DLC files. With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

* See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags". LOOT already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post.

-Dubious-

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Dubious - thank you for your detailed reply.

I thought it was something like that.

Is there any way that I can get the ini back to the way it was? Do I have to reinstall everything?

 

Here's what LOOT gives me in terms of my modlist. Sorry for the crappy image.

 

Please don't judge me for my mod downloads.

 

 

 

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 FCOMaster.esm
12 c NVWillow.esp
13 d RHKGilbertCompanion.esm
14 e VanessaFollowerNV.esm
15 f Project Nevada - Core.esm
16 10 Project Nevada - Equipment.esm
17 11 Project Nevada - Rebalance.esp
18 12 Project Nevada - Cyberware.esp
19 13 wsex.esm
20 14 Kidnapped by Fiends.esm
21 15 YUP - NPC Fixes (Base Game + All DLC).esp
22 16 FCO - NPC Changes.esp
23 17 delilah.esp
24 18 FCO - Delilah.esp
25 19 FCO - GlowingOne.esp
26 1a FCO - The Last Few Edits + DLC.esp
27 1b FCO - OHSB NPC Edits.esp
28 1c Roberts_NewVegas.esp
29 1d FCO - Roberts Patch.esp
FCO - Russell.esp
30 1e FCO - Willow (Cazy).esp
31 1f FCO - Willow.esp
32 20 Unofficial Patch Plus.esp
33 21 The Mod Configuration Menu.esp
34 22 ThrowableFixes.esp
35 23 MojaveDelight.esp
36 24 1nivVSLArmors.esp
37 25 wsexInnuendoNPCs.esp
38 26 Bouncing Natural Breasts.esp
39 27 IMPACT.esp
40 28 dD - Enhanced Blood Main NV.esp
41 29 Women of New Vegas - Billboards.esp
42 2a wsexInnuendoAnims.esp
43 2b Clarity.esp
44 2c wsex-DSI.esp
45 2d ARESproject.esp
46 2e Brotherhood and House Alliance.esp
47 2f SaveCass.esp
48 30 Convenient Fast Travel Markers.esp
49 31 FIXforLegionArmors.esp
50 32 Tailor Maid - NV.esp
51 33 MercWanderer.esp
52 34 Holster Gear.esp
53 35 NVDLC04 Allegiance w Duster.esp
54 36 WEATHER RUDY ENB.esp
55 37 UnlimitedCompanions.esp
56 38 AsharasHairConversionNV.esp
57 39 FalloutMaleHair.esp
58 3a zzjayHairsFNV.esp

 

 

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The "Launcher" does not create backups when it replaces the INI files, so generally they are "gone" except possibly some ".bak" files from manual edits to them (which are not likely to help you). If you plan to make "customizations" to them, suggest you look into the "FalloutCustom.ini" file which is added by the "JIP LN NVSE" mod and placed in the same location. However, those INI files do not have anything to do with your installed mods (unless those mods tell you they make changes to them) or your "load order".

 

The "missing meshes" are related to "ArchiveInvalidation" and "texture replacement" mod files. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

 

Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation (AI)" 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 "texture problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures, or "messed up" textures. This "ArchiveInvalidation" mechanism is incorporated in all the currently used mod managers, so there is no need to (and problems arise if you do) install older mods to provide that capability. ONLY USE ONE METHOD of AI, especially if you have multiple mod managers installed. Otherwise they will conflict, as they use their own "arbitrarily chosen" names for the AI BSA files. (There is not a standardized name used among them all.) 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.

The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files (such as an ESM or BSA file), or they aren't in the correct location.

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (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", or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those two folders into the game "Data" folder.

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt").)

* 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. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch". Please see the wiki "Bashed Patch file with Marked Mergeables" article.

 

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then 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. When in doubt, create a "Merge Patch" file anyway.

-Dubious-

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After toggling the archive invalidation thingy in the settings, I uninstalled all of my mods through Vortex and reinstalled them, which did nothing.

I eventually gave up, deleted everything, and reinstalled everything. It worked well enough.

As I was about to start playing again, Steam decided it needed to update when I launched the game from Vortex and brought up the launcher window. I immediately shut down the launcher and tried again from Vortex which skipped the launcher this time and went straight into the game - now running into the exact same problem as before with all the meshes disappearing.
Now I'm just pissed off. I thought that the launcher only reset the ini, it shouldn't have made all the meshes disappear! Literally the only thing that happened was that the launcher was brought up. What. The. Hell. I officially have no idea what is going on with the game anymore and why this issue is persisting.

The missing meshes aren't part of any installed mods either, just regular meshes from the vanilla game. Gone for no reason whatsoever.

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You are confusing the "Steam Client" with the game "FalloutNVLauncher". The Client is used to connect with Steam to verify your DRM for the game. Even when you play in "offline mode", you still have to run the Client. It gets updated periodically and sometimes forces you to login to the "Steam Library" again. The Launcher is game related to configure for your hardware, and should only need to be run again if that changes or you want to alter a setting that is only available in it.

 

No idea why Vortex is having a problem with the Client running. You need to raise that question in their support forum. This sounds like some issue with how Vortex saves it's settings.

 

-Dubious-

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