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Missing texture in VSS Armory - how to fix?


Xenobuzz

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Greetings, all!

 

Playing this game again after a long break. After completing Operation Anchorage to get the CSS, I opened the Armory to discover a missing texture:

 

I think it's Jingwei's Shock Sword. I haven't made any changes or adjustments to my mods in a LONG time. How do I fix this?

 

Dave

 

 

Edited by Xenobuzz
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You are correct. It is Jingwei's Shock Sword and the missing texture is cause by a mod. At the moment, I don't remember which one as I had the same problem. If you were to post your load order, I might be able to help.

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You are correct. It is Jingwei's Shock Sword and the missing texture is cause by a mod. At the moment, I don't remember which one as I had the same problem. If you were to post your load order, I might be able to help.

 

My current Load Order:

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] StreetLights.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] Enhanced Weather - Rain and Snow.esm

[X] DCInteriors_ComboEdition.esm

[X] WYB.esm

[X] PlasmaRifleAwesomefied.esp

[X] RezDCSubway.esm

[X] Mart's Mutant Mod.esm

[X] Xepha's Dynamic Weather.esm

[X] GNR Enhanced.esp

[X] Laurens_Bathroom_poetry_V1.esp

[X] DCInteriors_DLC_Collectables.esp

[X] CPAR - Cheezy Poofs and Rations.esp

[X] BA_WastelandRestoration.esp

[X] BA_WastelandRestoration_DLCs.esp

[X] poolballs.esp

[X] schematics2.esp

[X] WYB-Base.esp

[X] WYB-DLC-Anchorage.esp

[X] WYB-DLC-ThePitt.esp

[X] WYB-DLC-BrokenSteel.esp

[X] WYB-DLC-PointLookout.esp

[X] WYB-DLC-Zeta.esp

[X] WYB-MOD-DCInteriors_Combo v2.6+.esp

[X] WYB-OPT-WhiteCigarette.esp

[ ] WYB-TEST-Fairfax.esp

[X] WYB-OPT-DynamicReplacer.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - Zones Respawn.esp

[X] Mart's Mutant Mod - Tougher Traders.esp

[X] Mart's Mutant Mod - Natural Selection.esp

[X] Mart's Mutant Mod - Master Menu Module.esp

[X] Fellout-Full.esp

[X] Fellout-Anchorage.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] Fellout-pipboylight.esp

[X] Enhanced Weather - Rain and Snow in Fallout.esp

[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp

[X] Enhanced Weather - Weather Sounds in Interiors.esp

[X] Enhanced Weather - Sneak Bonus during Storms.esp

[X] M61FGR.esp

[ ] silencedsniperrifle.esp

[X] silencedsniperrifle(thinnerlonger).esp

[X] Moon.esp

[X] RezDCSubwayLoadLast.esp

[X] Shadows and Dust - Southwest DC - Public.esp

[X] Night Vision Sunglasses.esp

[X] Xepha's Darkened Interiors - BS.esp

[X] Xepha's Darkened Interiors - OA.esp

[X] Xepha's Darkened Interiors - PL.esp

[X] Xepha's Darkened Interiors.esp

[X] Fallout Remastered 1.0.esp

[X] Fallout Remastered - Mart's Mutants Mod.esp

[X] Fallout Remastered - Fellout.esp

[X] Fallout Remastered - Xepha's Darkened Interiors.esp

[X] Fallout Remastered - Xepha's Dynamic Weather.esp

[X] Xepha's Dynamic Weather - Anchorage.esp

[X] Xepha's Dynamic Weather - Broken Steel.esp

[X] Xepha's Dynamic Weather - Main + DLC Merged.esp

[X] Xepha's Dynamic Weather - Point Lookout.esp

[X] Xepha's Dynamic Weather - The Pitt.esp

[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp

[X] Xepha's Dynamic Weather - Anchorage (NEE).esp

[X] Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp

[X] Xepha's Dynamic Weather - Night Eye Edition.esp

[X] Xepha's Dynamic Weather - Rain (NEE).esp

[X] Xepha's Dynamic Weather - Rain.esp

[X] Xepha's Dynamic Weather - Sandstorms.esp

[X] Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp

[X] Xepha's Dynamic Weather - Main.esp

 

Again, thank you very much kind sir, with all the help you have offered every time I have posted! I appreciate it very much!!

 

I'll be looking to get FO3edit downloaded and create a Merged Patch in the near future.

 

Dave

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Please post these under the mods they were designed for. weather mods being that must load last means these must go last.

  • [X] Fallout Remastered 1.0.esp
    [X] Fallout Remastered - Mart's Mutants Mod.esp
    [X] Fallout Remastered - Fellout.esp
    [X] Fallout Remastered - Xepha's Darkened Interiors.esp
    [X] Fallout Remastered - Xepha's Dynamic Weather.esp

at the very bottom and go back in there and check.

 

Re move these as in delete them.

  • [X] Xepha's Dynamic Weather - Anchorage.esp
    [X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp
    [X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Anchorage (NEE).esp[X] Xepha's Dynamic Weather - Night Eye Edition.esp
    [X] Xepha's Dynamic Weather - Rain (NEE).esp[X] Xepha's Dynamic Weather - Rain.esp
  • [X] Fellout-Anchorage.esp
    [X] Fellout-BrokenSteel.esp
    [X] Fellout-PointLookout.esp
    [X] Fellout-Zeta.esp

you should have this listed as your load order>

  • [X] Xepha's Dynamic Weather - Main.esp <-----May not be needed.
    [X] Xepha's Darkened Interiors.esp
    [X] Xepha's Darkened Interiors - OA.esp
    [X] Xepha's Darkened Interiors - BS.esp
    [X] Xepha's Darkened Interiors - PL.esp
    [X] Xepha's Dynamic Weather - Main + DLC Merged.esp <--This one may not have that master esp listed so the main may also need to go if it is not required by the lower plugins.
    [X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
    [X] Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp
    [X] Xepha's Dynamic Weather - Sandstorms.esp
    [X] Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
    [X] Fallout Remastered 1.0.esp
    [X] Fallout Remastered - Mart's Mutants Mod.esp
    [X] Fallout Remastered - Fellout.esp
    [X] Fallout Remastered - Xepha's Darkened Interiors.esp
    [X] Fallout Remastered - Xepha's Dynamic Weather.esp

as for the shock sword, a mistake made for the _go.nif file was introduced way back when, points to a NON texture file and needs to be changed on your end. OR I can arrange a replacement file for Remastered 1.0 the data came from a merge from another mod.

kitty

Edited by Purr4me
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^ ^ ^

What Kitty said. However, you will need FO3Edit in order to make the change yourself. If you want to go the FO3Edit route, make sure you get the training manual. It is not that hard to use as long as you take your time and read the manual as you are doing the work.

 

You would have to load the remastered file and look in weapons for the sword. In the right pane wil be listed the texture files. One will have GO as part of the file name. Simple remove the GO and exit and save.

 

Or you could contact Kitty by PM and request the new file.

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Please post these under the mods they were designed for. weather mods being that must load last means these must go last.

  • [X] Fallout Remastered 1.0.esp

    [X] Fallout Remastered - Mart's Mutants Mod.esp

    [X] Fallout Remastered - Fellout.esp

    [X] Fallout Remastered - Xepha's Darkened Interiors.esp

    [X] Fallout Remastered - Xepha's Dynamic Weather.esp

at the very bottom and go back in there and check.

 

Re move these as in delete them.

  • [X] Xepha's Dynamic Weather - Anchorage.esp

    [X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp

    [X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Anchorage (NEE).esp[X] Xepha's Dynamic Weather - Night Eye Edition.esp

    [X] Xepha's Dynamic Weather - Rain (NEE).esp[X] Xepha's Dynamic Weather - Rain.esp

  • [X] Fellout-Anchorage.esp

    [X] Fellout-BrokenSteel.esp

    [X] Fellout-PointLookout.esp

    [X] Fellout-Zeta.esp

you should have this listed as your load order>

  • [X] Xepha's Dynamic Weather - Main.esp <-----May not be needed.

    [X] Xepha's Darkened Interiors.esp

    [X] Xepha's Darkened Interiors - OA.esp

    [X] Xepha's Darkened Interiors - BS.esp

    [X] Xepha's Darkened Interiors - PL.esp

    [X] Xepha's Dynamic Weather - Main + DLC Merged.esp <--This one may not have that master esp listed so the main may also need to go if it is not required by the lower plugins.

    [X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp

    [X] Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp

    [X] Xepha's Dynamic Weather - Sandstorms.esp

    [X] Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp

    [X] Fallout Remastered 1.0.esp

    [X] Fallout Remastered - Mart's Mutants Mod.esp

    [X] Fallout Remastered - Fellout.esp

    [X] Fallout Remastered - Xepha's Darkened Interiors.esp

    [X] Fallout Remastered - Xepha's Dynamic Weather.esp

as for the shock sword, a mistake made for the _go.nif file was introduced way back when, points to a NON texture file and needs to be changed on your end. OR I can arrange a replacement file for Remastered 1.0 the data came from a merge from another mod.

kitty

Ok, I deselected these mods:

 

  • X] Xepha's Dynamic Weather - Anchorage.esp
  • [X] Xepha's Dynamic Weather - Broken Steel.esp
  • [X] Xepha's Dynamic Weather - Point Lookout.esp
  • [X] Xepha's Dynamic Weather - The Pitt.esp
  • [X] Xepha's Dynamic Weather - Anchorage (NEE).esp
  • [X] Xepha's Dynamic Weather - Night Eye Edition.esp
  • [X] Xepha's Dynamic Weather - Rain (NEE).esp
  • [X] Xepha's Dynamic Weather - Rain.esp
  • [X] Fellout-Anchorage.esp
  • [X] Fellout-BrokenSteel.esp
  • [X] Fellout-PointLookout.esp
  • [X] Fellout-Zeta.esp

I loaded my last save and got the message that some objects were unavaible. Is this ok?

 

I just wanted to be sure before I remove the mods permanently from my Load Order.

 

I moved all the Fallout - Remastered mods to the bottom of my Load Order underneath the remaining Xepha's Dynamic Weather mods. Correct?

 

Thanks very much for your help!

 

Dave

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I checked the Fellout ReadMe and you should not remove Fellout-BrokenSteel.esp. I suggest you re-read the ReadMe before removing the other Fellout plugins.

 

The warning you are receiving is a reminder that you have removed some mods and anything that the mod added to the game will no longer appear in the game. Since what you removed were weather mods, just continue.

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I checked the Fellout ReadMe and you should not remove Fellout-BrokenSteel.esp. I suggest you re-read the ReadMe before removing the other Fellout plugins.

 

The warning you are receiving is a reminder that you have removed some mods and anything that the mod added to the game will no longer appear in the game. Since what you removed were weather mods, just continue.

 

Ok! I haven't permanently removed any of the mods from my Load Order yet. I just unchecked them. I'll check the Fellout ReadMe!

 

Thanks!!

 

Dave

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I am watching, keeping a neye on this.

 

From the read me of the mod.

You're quite free to ignore all Fellout's DLC add-ons EXCEPT Broken Steel. This DLC is really a
bit of a hack and does some naughty things to the world (check Evergreen Mills before finishing
the main quest...), so you absolutely MUST have Fellout-BrokenSteel.esp loading if you run Broken
Steel.

This also means that if the DLC is added later, such as by Games for Windows Live, you will get
crashes. Absolutely. (100%. Fellout's DLC add-ons do not support GfWL.)

If you Note the mod listed in his post?

  • [X] Fallout Remastered - Fellout.esp

well that covers the bug up.......for all the DLC's for this mod.

it's kinda ..eh, this wil work and that will work but won't work if this and that are active.

we can not control GFWL ; nor can we know if it is active. Any debugging concepts here are subject to that problem. we don't knowwhat the system is running at game time unless the user is skilled enough to dig out that info for us.

James, and Mr. Collins both covered the bases in their plugins.

 

I can can confirm the Entire area around "Evergreen Mills" is a crash zone when Broken steel is active.

 

kitty

Edited by Purr4me
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