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MMM + FOOK + FWE + Lots = missing bullet meshes/textures?


jtcbrown

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So I must be missing some ammo meshes and am curious which mod I'll need to grab them from.

 

Load order:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

RTS.esm

CALIBR.esm

CRAFT.esm

FOOK.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Unofficial Fallout 3 Patch.esm

Enhanced Weather - Rain and Snow.esm

Project Beauty.esm

Sharing and Caring Companions.esm

SeducingWomen.esm

RRCompanionVault.esm

RR5MoreMales.esm

RTS_Life_Of_Raider_Addon.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

DarNifiedUIF3.esp

FOOK.esp

FOOK - Broken Steel.esp

FOOK - Point Lookout.esp

FOOK - Strength Requirements for Minigus, Gatlings, 20mm Flak.esp

FOOK - Additional Power Armor Training.esp

(FOOK - Free Play After MQ.esp) -is this even needed with Broken Steel?

FOOK - Owned!.esp

CALIBRxMerchant.esp

CRAFT - Activation Perk.esp

FO3 Wanderers Edition - Main Files.esp

FO3 Wanderers Edition - UFP Support.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-pipboylight.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Sneak Bonus during Storms.esp

WeaponModKits.esp

WeaponModKits - ThePitt.esp

WMKAA12Shotgun.esp

I was advised to load WMK before MMM but that seems maybe not right?

Mart's Mutand Mod.esp

Mart's Mutand Mod - DLC Anchorage.esp

Mart's Mutand Mod - DLC The Pitt.esp

Mart's Mutand Mod - DLC Broken Steel.esp

Mart's Mutand Mod - DLC Point Lookout.esp

Mart's Mutand Mod - Hunting & Looting.esp

Mart's Mutand Mod - Tougher Traders.esp

Mart's Mutand Mod - Natural Selection.esp

Mart's Mutand Mod - Zones Respawn.esp

FO3 Wanderers Edition - FOOK Support.esp

Mart's Mutant Mod - FOOK + FWE.esp

MPammo.esp

VashDeagleV5.esp

Project Beauty.esp

SCC - Talk to Anyone.esp

SCC Armor.esp

SeducedDLC03.esp

SeducingWomen_-_override.esp

StripClub.esp

bittercup_comp.esp

Bittercup&CloverRestyled.esp

Tailor Maid.esp

Tailor Maid Anchorage.esp

Tailor Maid PITT.esp

Tailor Maid Brokensteel.esp

TrynfkwtmeArmorers.esp

YearlingsGlasses.esp

FollowersEquipped.esp

FollowersRelax.esp

FollowersReadings_02.esp

NVFAAAPA.esp

BethesdaDefend.esp

Scrapyard.esp...

 

 

... everything after this is a slew of mods that add places, companions, equipment, etc. I can list it all out if needed. But I suspect the problem is that I may have loaded in textures in one order, then changed my load order, so the order I placed meshes and textures doesn't match the order I'm loading the mods.

 

Any help would be appreciated.

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Don't waste your time...

 

 

 

It's too late now. All that stuff is installed.

 

 

It's probably a conflict between the maybe 5-6 overhawl mods you are using together.

 

 

 

It's a long shot, but you need to do it anyway.

 

 

 

 

 

Open the list with FO3edit an work your way from top to bottom, fixing the conflicts.

 

 

You can't fix everything the normal way so you need to use the override first draft for that

 

 

but then again, you probably need a FO3edit merge patch, which is different than merging two mods into one mod

 

or 30 mods into one mod, merge patch via FO3edit will merge the lists mostly across all your mods whereever

 

merging it wont' create another conflict that is, also it's semi automated, requireing user to fix it after saving it.

 

 

 

It's all in the Override first draft I think, hard work though.

 

 

 

first draft

 

http://thenexusforums.com/index.php?showto...amp;hl=Override

 

 

 

Override arguement

 

 

http://thenexusforums.com/index.php?showto...amp;hl=Override

 

 

 

 

 

 

 

Then again you could aways trace down the path of the said missing content, see if it's there

Or reinstall everything, or toggle invalidation on an off an on again, but it's probably a conflict

don't rule out something small an silly stupid though, we do that all the time...

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Don't waste your time...

 

 

 

It's too late now. All that stuff is installed.

 

 

It's probably a conflict between the maybe 5-6 overhawl mods you are using together.

 

 

 

It's a long shot, but you need to do it anyway.

 

 

 

 

 

Open the list with FO3edit an work your way from top to bottom, fixing the conflicts.

 

 

You can't fix everything the normal way so you need to use the override first draft for that

 

 

but then again, you probably need a FO3edit merge patch, which is different than merging two mods into one mod

 

or 30 mods into one mod, merge patch via FO3edit will merge the lists mostly across all your mods whereever

 

merging it wont' create another conflict that is, also it's semi automated, requireing user to fix it after saving it.

 

 

 

It's all in the Override first draft I think, hard work though.

 

 

 

first draft

 

http://thenexusforums.com/index.php?showto...amp;hl=Override

 

 

 

Override arguement

 

 

http://thenexusforums.com/index.php?showto...amp;hl=Override

 

 

 

 

 

 

 

Then again you could aways trace down the path of the said missing content, see if it's there

Or reinstall everything, or toggle invalidation on an off an on again, but it's probably a conflict

don't rule out something small an silly stupid though, we do that all the time...

 

 

Yeah, I did a merged patch and MUM'd it in FO3Edit and all.

 

I'd look for the individual ID that is missing but the missing graphics are all something being carried or worn by people, and I can't sort out which reference to look for or whatever (had to do something similar with Oblivion once.)

 

Rarely crashes (mostly when entering certain places it seems), but has a few oddities. Like I can't get WMK mod kits to work on any weapon added by any other mod. Some weapons have stupid high damage, others ridiculously low. And then the occasional missing mesh or texture.

 

I tried to learn the FO3Edit conflict resolution process and now have it so there is only one set of "red on red" conflicts, which I can't seem to resolve - but those are with the Vash Desert Eagle mod - something about an unexpected or out of order reference.

 

 

But, thanks, I'll look at the methods you linked.

 

 

Now that I know my "final load order" I am thinking of just starting over, made a backup of my un-modified FO3 folder. Maybe this time I'll take the time to package all the mods.

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I'd say it's either WMK or VashDeagles

 

 

 

For one WMK conflicts with about 99% of the mods out there on the planet.

 

 

For two isn't VashDeagles.esp set up to use MPammo.esp

 

(yeah bingo I see it in the load order)

 

 

MPammo stinks, sorry, who needs two different .45ACP ammo which you can't tell what uses what anyway...

 

 

VashDeagles also only allows the use of one of the great Deagles textures in there last time I checked

which is why I remade that mod inside of FullAutoPistolsV2test which has more than just one type of desert eagle

while also not being MPammo (that's right it's calibr) There's a link to FAPV2test in my sig at the bottom.

 

 

 

 

Then Fook2 is super complex an even conflicts with itself besides be more huge than ever before an also brand new.

 

 

 

 

 

Man I don't know...

 

 

 

Ums this last time I installed I did the advanced install, set the path custom (outside of program files)

 

The only thing I did different is select to only install for this user rather than all users, which if I created another user account

 

on my windows, I think it would be the easy way to run two fallout installs at the same time. Haven't tried it though.

 

 

 

What I have done though which turned out pretty good.

 

This last install I installed fallout 3, then patched it

 

Then I followed the tweekguide to get the settings right

 

which I tested a lot by running around crazy trying to make the thing crash

 

Also This last time I went from 3/4 max settings on sliders the last time to only 1/4 of the way

 

as far as the draw distances, Pretty much I pick ultra settings then move the sliders down

 

for the draw distances, mind you I left land quality alone 150ish, then went in game an made all the

 

sliders for draw distances even, via ingame settings (which turned out all around 3-4 clicks up)

 

 

 

I declined the background loader, in the tweekguide, also anything that would yeild a performance drop

 

Also I changed the grass from 80 to 140, which frees up some performance as I don't really need or expect tons of grass.

 

Then also this time I used the threading tweeks to allow fallout to be more multiple core CPU friendly

 

Pretty much anything which would yeild performance while not disturbing the high quality of fallout

 

listed in the tweek guide I did... But the important part is I tested the crap out of it, before adding in mods.

 

I installed it, patched it, then tweeked it, and tested it for about a week, running around actually trying to get it to

 

stutter or crash even, and working out any bugs in the system then, before I started installing DLC's or mods.

 

I even tested it again after installing DLC's, Which all of this was just to ensure I got a smoother build.

 

Then I even forced a defragment on the hard drive, (as it said I didn't need one, I did it anyway before adding mods)

 

which there were only a few fragmented files, but every little bit helps.

 

 

 

I sure wouldn't have bothered to follow the tweek guide if it wasn't something I knew I should an really wanted to do.

 

 

 

After getting the good clean install, I made a fresh new game start, then ran first thing out of the vault

 

and hid inside the megaton bathroom, or for the matter any small tiny cell with nothing in it, certainly no NPC's or items.

 

Which this was and is my known good clean save game. I'll end up using it for diagnosis purposes later on if I run into them.

 

 

 

 

After I got things running smoother than ever before, I started installing mods.

 

 

 

The build I did before this one was one I was doing a lot of work trying to perfect the OverRide process

 

Allowing users to add whatever mods they want even if they shouldn't be used together.

 

Which was like 230 or so mods, an included the huge FOOK2, Which it worked, but gawd it was a nightmare.

 

 

 

 

Anyhowz, what I'm getting at is it got to a point where I was just sick of working on it. Which is understandable

 

since most of the mods that I had were very complexe an also freaking huge mods.

 

 

 

 

So I did the clean install an test I mentioned before, but I remembered something GSmanners said about things getting too

 

complex, which is a bad thing sometimes.

 

 

At that point I just made a small playable load order of about 70 mods I really liked.

 

 

I still had to merge patch an even fix the errors an conflicts, but I fixed the whole load order in the same amount of time

 

it would take in order to fix FOOK2.

 

 

 

 

So sometimes we just need a small not over complex load order just to get some game time in.

 

Which is pretty much what I'm using right now.

 

 

 

When I started fixing things an trying to learn how, I got away from actually making mods, which is kind of what I like better anyway.

 

 

 

 

 

 

All it takes is time. I spent around a month working on OverRide, and learning FO3edit. Which got me to the point where I

 

could fix anything, and also add any part of a mod to other mods to create a remix of multiple effect items an scripts

 

but at the cost of not being able to make stuff, or get any game time. So this month I'm just going to play my crappy load order

 

which works better because it's less complex, and make a mod. Heh sometimes you just got to start over...

 

 

 

 

 

But I mean WMK in general is a FUBAR mod. Something that simple an great for some reason just conflicts with 99% of the stuff out there.

 

So Just from hearing that I would say it's a suspect in your search for a cause for the problem.

 

We can't find what it is causing it.

 

So I think maybe a better method would be to start by finding out what is not causing the problem.

 

 

 

Then something else you know there is a download for a mod which turns the big red ! error transparent so that you can't see it

 

and it doesn't break the game play, which is a bad idea, but I would use it just to get a quick easy fix which will give you some game time

 

on all the hard work you did to this point, because no doubt you're ready to set your computer on fire.

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