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Problems with Textures


Exi7er

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Hi,

 

I'm currently playing a heavily Modded Fallout New Vegas and encountered some heavy Texture-Errors/Glitches.

I tried different ways for the Archive Invalidation.

 

- With NMM everything is going crazy and i got some CTD's. Well it's outdated, so i expected that.

 

- Vortex is a no go, because i loaded a archived Backup and nothing matches with the deposited Data in Vortex.

So it messes everything up.

 

- FOMM gets the Weapon and Character Textures (both Player and NPC) correctly but the Environment Textures are

going nuts and I get a huge amount of missing Textures Errors (White exclamation Mark on red Square).

Sccreenshot: https://ibb.co/zRC9T0B

 

- The Archive Invalidation Generator gets most of the Environment Textures (some windows are still switching between

Textures, but they are at least all Window Textures and no huge Eyes or something...) correctly and I found so far no

environmental Texture Errors, but all the Characters got partially or complete Purple Skin and some Weapons getting

Texture Errors.

Screenshot: https://ibb.co/BfRZN1v

 

So all Textures should be in the Game Files because FOMM and the Generator are finding them. Sadly both of them arent doing they Job so well and are missing or mixing up one ore another Texture.

 

So my Question is, does anyone have a Idea how to fix this?

I already tried to merge the Mods with Wyre Flash and ran them through FNV Texture Optimizer.

 

Thanks in advance :laugh:

 

Load Order:

 

FalloutNV.esm

DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP DEU - Basisspiel + Alle DLCs.esm
FCOMaster.esm
Interior Lighting Overhaul - Core.esm
FreesideOpen.esm
TheDeterrent.esm
ELECTRO-CITY - CompletedWorkorders.esm
Momod.esm
ELECTRO-CITY - Highways and Byways.esm
NVStripOpen.esm
NVWillow.esp
NevadaSkies.esm
Children of the Wasteland.esm
VanessaFollowerNV.esm
Weapons.of.the.New.Millenia.esm
Advanced Recon Tech.esm
CompanionInfAmmo.esm
EnergyShield.esm
Interior Lighting Overhaul - L38PS.esm
clonetest.esm
More Perks.esm
MikotoBeauty.esm
Bobbleheads - Wasteland Dummies.esp
Bobbleheads1.esp
Bobbleheads - The Strip.esp
Bobbleheads2.esp
Vurt's WFO.esp
WMIMNV.esp
Functional Post Game Ending.esp
EnergyShield_NV.esp
FreesideOpenPatch.esp
Uncut Wasteland FSO.esp
MAC.esp
More Perks Update.esp
DragbodysLegionReplacerV01.esp
NV_IFR.esp
populatedcasino.esp
Functional Post Game Ending - Populated Casinos Patch.esp
delilah.esp
WeaponModsExpanded.esp
IMPACT.esp
NV_IFR_ILOFIX.esp
StripOpenMain.esp
Weapons.of.the.New.Millenia.Store.esp
JGrahamCompanion.esp
ARESproject.esp
Travelers&Settlers.esp
jocelyn.esp
WMX-DLCMerged.esp
WMX-GunRunnersArsenal.esp
More Perks Merged.esp
AlienStorm.esp
Weapon Retexture Project.esp
700 Nitro Express.esp
FCO - Willow (Cazy).esp
FCO - Willow.esp
JustHitmarker.esp
ILO - NVWillow.esp
JustDynamicCrosshair.esp
FCO - Delilah.esp
StealthArmorFix.esp
The Weapon Mod Menu.esp
Weapons.of.the.New.Millenia.Leveled.Lists.esp
SignatureWeapons.esp
RetrievableThrowables.esp
QSPlasmaCutter.esp
PerksPerLevel.esp
Oven Cooking.esp
LegionGladiatorPA.esp
No Witnesses.esp
THOR.esp
Ragdolls.esp
EnergyShield_LR.esp
EnergyShield_OWB.esp
EnergyShield_HH.esp
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
HoldBreath.esp
MaxFollowers12.esp
VaultTecPowerArmor.esp
LiveDismember.esp
Ww2K98.esp
JIP MiniMap.esp
FabriqueNationale.esp
FlashlightNVSE.esp
FCO - GlowingOne.esp
Diagonal movement.esp
EnergyShieldHUD.esp
C93 - FPS Health Regeneration - Minor Wound Healing.esp
LFox Bottle That Water.esp
Casino UnBanner.esp
MikotoBeauty.esp
Better Burned Man.esp
hz_Automatic Weapons Fix.esp
Advanced Recon Tech.esp
B42Inertia.esp
Advanced Recon Gear.esp
Player Vertibird.esp
Honest Hearts Workbench Crate Luck.esp
The Mod Configuration Menu.esp
NAPA-NV 0.1.esp
Ammo Dump.esp
ChromieDogCompanionMongrel.esp
Functional Post Game Ending - Strip Open Patch.esp
behemoth.esp
BuildableBotsNV.esp
FNNsysNV.esp
CompanionInfAmmoOptional.esp
UnlimitedCompanions.esp
Daddy Deathclaw.esp
NVBabyDeathclawCommander.esp
Archimedes2Production.esp
Radiation Radio.esp
Reactive People - Ultimatum.esp
BluesRadioNV.esp
implants.esp
Radio Free Wasteland.esp
zmod_add_misc_RadioGaga.esp
Kriss.esp
Goodsprings Guardian - Realistic.esp
GARU.esp
Karma Perks.esp
KillableKids.esp
ChildSoldiers.esp
Lucky38 Climate Fixed.esp
MauserC96.esp
Interior Lighting Overhaul - Ultimate Edition.esp
NevadaSkies - Ultimate DLC Edition.esp
T6M Female Power Armor NV.esp
housemod.esp
Bashed Patch, 0.esp
Total active plugins: 139
Total plugins: 164

 

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You have too many total plugins (164) in the Data folder and you are pushing the limit with the active plugins.

 

You should really go over you load list and actually read what you have installed. Do you really need two FCO-Willow plugins. Only one will work.

 

You also have both missing textures (purple heads) and missing meshes (white exclamation points).

 

Since all the mod managers have Archive Invalidation as part of the manager, using another archive invalidation file will only cancel both and neither will work.

 

Have you used any tool to sort your load order?

 

By the way, NMM is still being maintained on github.

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I use LOOT to sort my Load Order and it doesnt give me any errors.

 

I know about the ~140 active mods Limit, thats why I disabled already a bunch. Does the inaktive one still count?

 

I installed and removed several Mods in order to get below 140 and to fix incompatibility between Mods, installed compatibility Patches and maybe overseen some while deleting some mods. NMM deactivates mods while sorting the Load Order and Wyre Flash does this also when building the bashed patch. So I honestly lost track which Mod depends on which other and there are shure some Mods that became obsolete because other Mods already did the Job. So I would be very grateful if you look over my load Order and sort all the obsolete ones out - Sorry I already fought several Days with missing Masters and Incompatibilities so I really dont want to mess with the load Order and the installed Mods since I get them finally run togheter.

 

I use only one Type of A.I. either AI!.bsa from FOMM or the List generated by the Generator and both on their own have those Problems. Idk if Vortex or NMM left something that messes those two up. I dont even know if they use some other Method or also just AI!.bsa :sweat:

but since they mess so much up I abandoned them anyway.

 

So the Exclamation marks are missing Meshes, so why does the Generator find most of them (exept the weapons) and AI!.bsa not (exept the weapons)?

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* 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.

Our current understanding is that if you have a plugin (active or not) installed in the "Data" folder, the game engine loads it up into memory when it starts. This can cause problems such as conflicts, even though the plugin is not "actively" used by the game; and it does count against the "plugin cap". However, the plugin cap is mostly a guideline as to "more than this the game starts to have memory issues" and it really depends upon the mix of plugins and textures involved and how much memory they collectively consume as to when that occurs. You have a limited amount (4GB when patched; 2GB by default) of memory available to the game and every plugin of any nature consumes some of that memory. Add to this that the game can be shown to have "memory leaks" which eventually cause it to CTD.

Additionally, any time you remove a plugin from your current play-through you risk corrupting your save game files. This is because they typically store information there as to the state of their variables and quests. If you picked up a unique (non-vanilla) item added by a mod, that item (like any item you pick up) is stored in the save game, but also requires the plugin it came from to be available as that item's "source records". Hence the general advice to never remove a plugin from your current game.

So, convenient or not, uninstall those inactive plugins. Once you do play them (as "active"), leave them in your game or start a "new" one. At the very least, if you think they are "completed" and you have not kept any of their "unique" items, make sure you know which was the last save game prior to removing the mod and are prepared to have to revert back to it when things go wrong later on (no matter how many hours later that may be). Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before resuming play, even once you go back to a previous save.

Once that is done, if you are still having problems, see the 'Solutions to Starting the game problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

* LOOT only checks for plugin dependencies upon master files, so they come after their masters, and lists user reported information such as CRC values of "cleaned files". While a good first approximation, it is not capable of resolving all situations and allows for "hand tweaking". 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.

 

* "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 ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) 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 Masters" errors as well.

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* 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.

"Obsolete" is a relative term. There is nothing about a mod that is "obsolete" simply because it is old, as long as it functions as intended. There may be mods released later which do similar things in a different manner, but that alone does not make them "better". This means the suitability of a particular mod is highly personal to your style of play. The best that can be said is that mods designed to "fix" things about the game or other mods, need to be kept "current" with newer versions of those same mods it is intended to correct. If a "fixer" mod is older than the versions of the mods it is supposed to be fixing, you need to examine both to see if the "fix" is still needed or conflicts with the newest version. And different "fixing" mods that cover a lot of things can be conflicting in the way they address certain of the same things. If those cases it is better to choose one and not attempt to combine them unless you are willing to examine each in depth.

 

Re: your final question. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

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").)

-Dubious-

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Thank you dubiousintent for your Hints. I try this weekend to sort uneedet Mods out, rearrange the Load Order and remove the deactivated Plugins.

 

I think i use the generated List for Archive Invalidation since it output much less Errors ingame. Afterwards I use the Terminal to figure out from wich mod the faulty stuff originates and check the Mods for non-standart folder structures. Well idk how the Clone Mod Handles the Textures, any ideas for the texture errors there? And what is with vanilla Textures? I didnt modified any male Textures, but the male Kahns have Pink textures too. I dont think I'm out of VRAM because I get no CTD and I already resized the Textures with FNV Texture Optimizer. I have Windows 10 and it is not only limited to Faces so cause 2&3 are also out :confused:

Could this also originate from the messy Load order, even if there is no Mod messing with those Textures?

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Any mod that adds or changes meshes has the ".NIF" file point to the associated texture files (.DDS). See the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is:
* Open the NIF file in NifSkope.
* Click on the part you want the texture for; it will highlight it in the Block list.
* Expand it and highlight BSShaderPPLightingProperty. Expand that.
* Highlight BSShaderTextureSet.
* In Block Details you will see textures (DDS files). Expand it.
* There you will see the paths to the textures used by that mesh.

If you are having problems with vanilla textures, then either 1) some mod overwrote the NIF or DDS files; or 2) your "ArchiveInvalidation" method is telling the game to use "loose files" which are no longer present or are invalid. Every time you change your "load order" you need to redo your "ArchiveInvalidation". (Which is the primary reason we don't recommend manually generating your own AI file. The other is it is very easy to mess it up.)

 

When you say "i use the generated List for Archive Invalidation since it output much less Errors ingame" I am skeptical. I've not heard anyone else complain of that problem with the AI incorporated in any of the mod managers. AI tells the game engine to use the "loose file" version of meshes & textures instead of the vanilla ones in the BSA files. (The path for both sets of files should be the same. AI just says to look at the disk drive before the BSA.) If there are no "loose files", then you will get an error but that will be due to failing to toggle AI after removing the "loose files". This is more likely to occur with a manually generated AI file, or if you are using more than one AI mechanism (as they tend to cancel each other out due to different AI file names).

 

-Dubious-

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So, I removed every Mod, I already finished and every Mod wich attemt to change something, another Mod or the Bashed Patch already modify. Then I manually installed all Mods with non-standart Folder structure. Afterwards I rebuilded the bashed patch and pre-sorted the Load Order with Loot. Then I optimised it with the Help of FOMM an this Article. I also reverted back to AI!.bsa since i didnt get rid of the purple skins with the generated list.

I didnt run into any Error so far, so the Problem seems fixed.

 

Thank you dubiousintent and M48A5.

 

I post the new load Order below just in case someone wants to Check if I overseen something.

 

 

FalloutNV.esm

DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP DEU - Basisspiel + Alle DLCs.esm
FCOMaster.esm
Interior Lighting Overhaul - Core.esm
FreesideOpen.esm
TheDeterrent.esm
ELECTRO-CITY - CompletedWorkorders.esm
Momod.esm
ELECTRO-CITY - Highways and Byways.esm
NVStripOpen.esm
NVWillow.esp
NevadaSkies.esm
Children of the Wasteland.esm
VanessaFollowerNV.esm
Weapons.of.the.New.Millenia.esm
Advanced Recon Tech.esm
EnergyShield.esm
Interior Lighting Overhaul - L38PS.esm
clonetest.esm
More Perks.esm
MikotoBeauty.esm
Vurt's WFO.esp
WMIMNV.esp
Weapon Retexture Project.esp
MikotoBeauty.esp
Better Burned Man.esp
Diagonal movement.esp
T6M Female Power Armor NV.esp
EnergyShield_NV.esp
DragbodysLegionReplacerV01.esp
Weapons.of.the.New.Millenia.Store.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
WMX-GunRunnersArsenal.esp
700 Nitro Express.esp
Weapons.of.the.New.Millenia.Leveled.Lists.esp
LegionGladiatorPA.esp
EnergyShield_LR.esp
EnergyShield_OWB.esp
EnergyShield_HH.esp
VaultTecPowerArmor.esp
Ww2K98.esp
FabriqueNationale.esp
FlashlightNVSE.esp
EnergyShieldHUD.esp
Advanced Recon Gear.esp
Archimedes2Production.esp
implants.esp
Kriss.esp
GARU.esp
MauserC96.esp
Bobbleheads - Wasteland Dummies.esp
Bobbleheads1.esp
Bobbleheads - The Strip.esp
Bobbleheads2.esp
Functional Post Game Ending.esp
FreesideOpenPatch.esp
Uncut Wasteland FSO.esp
MAC.esp
More Perks Update.esp
NV_IFR.esp
populatedcasino.esp
Functional Post Game Ending - Populated Casinos Patch.esp
delilah.esp
IMPACT.esp
NV_IFR_ILOFIX.esp
StripOpenMain.esp
JGrahamCompanion.esp
ARESproject.esp
Travelers&Settlers.esp
jocelyn.esp
More Perks Merged.esp
AlienStorm.esp
FCO - Willow (Cazy).esp
JustHitmarker.esp
ILO - NVWillow.esp
JustDynamicCrosshair.esp
FCO - Delilah.esp
StealthArmorFix.esp
The Weapon Mod Menu.esp
SignatureWeapons.esp
RetrievableThrowables.esp
QSPlasmaCutter.esp
PerksPerLevel.esp
Oven Cooking.esp
No Witnesses.esp
THOR.esp
Ragdolls.esp
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
HoldBreath.esp
LiveDismember.esp
FCO - GlowingOne.esp
C93 - FPS Health Regeneration - Minor Wound Healing.esp
Casino UnBanner.esp
hz_Automatic Weapons Fix.esp
Advanced Recon Tech.esp
B42Inertia.esp
Player Vertibird.esp
Honest Hearts Workbench Crate Luck.esp
The Mod Configuration Menu.esp
NAPA-NV 0.1.esp
Ammo Dump.esp
ChromieDogCompanionMongrel.esp
Functional Post Game Ending - Strip Open Patch.esp
behemoth.esp
BuildableBotsNV.esp
FNNsysNV.esp
NVBabyDeathclawCommander.esp
Radiation Radio.esp
Reactive People - Ultimatum.esp
BluesRadioNV.esp
Radio Free Wasteland.esp
zmod_add_misc_RadioGaga.esp
Goodsprings Guardian - Realistic.esp
Karma Perks.esp
KillableKids.esp
ChildSoldiers.esp
Lucky38 Climate Fixed.esp
Interior Lighting Overhaul - Ultimate Edition.esp
NevadaSkies - Ultimate DLC Edition.esp
housemod.esp
Bashed Patch, 0.esp
Total active plugins: 131
Total plugins: 131

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