marieruth Posted April 5, 2014 Share Posted April 5, 2014 Hi there, I have run into an issue where the textures and model of the pip-boy are missing, and I am unsure how to restore it. I tried this, and it made no difference:player.additem 15038 1player.equipitem 15038 I installed the Pipware UI mod, and then uninstalled it. So I'm sure I screwed up somewhere at that small period of time. Here are links to screenshots of my issue:http://i.imgur.com/aoj7BEs.pnghttp://i.imgur.com/V6kkwgY.pnghttp://i.imgur.com/CTeDXQ9.png If anyone could assist me in telling me how to restore the pip-boy textures/models, that would be appreciated. Here's my plugin list if that matters at all: First part of the plugins listSecond part of the list [My apologies if this is the wrong forum to post this issue in...] Link to comment Share on other sites More sharing options...
Purr4me Posted April 5, 2014 Share Posted April 5, 2014 Hi there, I have run into an issue where the textures and model of the pip-boy are missing, and I am unsure how to restore it.I tried this, and it made no difference:player.additem 15038 1player.equipitem 15038 I installed the Pipware UI mod, and then uninstalled it. So I'm sure I screwed up somewhere at that small period of time. Here are links to screenshots of my issue:http://i.imgur.com/aoj7BEs.pnghttp://i.imgur.com/V6kkwgY.pnghttp://i.imgur.com/CTeDXQ9.pngIf anyone could assist me in telling me how to restore the pip-boy textures/models, that would be appreciated. Here's my plugin list if that matters at all:First part of the plugins listSecond part of the list[My apologies if this is the wrong forum to post this issue in...] yep , overwrote data then deleted said data that overwrote it.you need to open the master games bsa archive and use "menu" as a search term, and select that grouped of file, and on the right side IF using fomm, extract all that lay withing the menu folder inside the bsa archive to the data directory. this will put all the default data back into place. IF, you have any other UI mods installed? you will need to reinstall them too. But, you should use Mod Organised to contain the mehem that takes place, With MO, there is no over writes to kill the games software. Even UI mods.kitty Link to comment Share on other sites More sharing options...
marieruth Posted April 5, 2014 Author Share Posted April 5, 2014 Hi there, I have run into an issue where the textures and model of the pip-boy are missing, and I am unsure how to restore it.I tried this, and it made no difference:player.additem 15038 1player.equipitem 15038 I installed the Pipware UI mod, and then uninstalled it. So I'm sure I screwed up somewhere at that small period of time. Here are links to screenshots of my issue:http://i.imgur.com/aoj7BEs.pnghttp://i.imgur.com/V6kkwgY.pnghttp://i.imgur.com/CTeDXQ9.pngIf anyone could assist me in telling me how to restore the pip-boy textures/models, that would be appreciated. Here's my plugin list if that matters at all:First part of the plugins listSecond part of the list[My apologies if this is the wrong forum to post this issue in...] yep , overwrote data then deleted said data that overwrote it.you need to open the master games bsa archive and use "menu" as a search term, and select that grouped of file, and on the right side IF using fomm, extract all that lay withing the menu folder inside the bsa archive to the data directory. this will put all the default data back into place. IF, you have any other UI mods installed? you will need to reinstall them too. But, you should use Mod Organised to contain the mehem that takes place, With MO, there is no over writes to kill the games software. Even UI mods.kitty Okay, so uninstall all my UI-related mods first, and then open FalloutNV.esm and find the menu files, and extract them to Data, correct? And I'll get that Mod Organised thing.... Link to comment Share on other sites More sharing options...
Purr4me Posted April 5, 2014 Share Posted April 5, 2014 (edited) Okay, so uninstall all my UI-related mods first, and then open FalloutNV.esm and find the menu files, and extract them to Data, correct? And I'll get that Mod Organised thing....i'll put together screen shot tut for you. words don't seem to work any more.kittyhttp://s26.postimg.org/e3ajvew3t/instruction_1.jpg http://s26.postimg.org/yopbnbdop/instruction_2.jpgwhere it all ends up at is here(F:\STEAM\SteamApps\common\Fallout New Vegas\Data\menus)MEOW ! Edited April 5, 2014 by Purr4me Link to comment Share on other sites More sharing options...
marieruth Posted April 6, 2014 Author Share Posted April 6, 2014 (edited) Would you happen to have a guide on installing UI/HUD mods with Mod Organizer? I keep running into errors when I try to do it in Mod Organizer Edited April 6, 2014 by marieruth Link to comment Share on other sites More sharing options...
Purr4me Posted April 6, 2014 Share Posted April 6, 2014 ok, unpack the mods package on the desktop into a work folder, you make your own installer, mods fomods are made with some sort of "Data" folder listed inside of them, so UI mods don't go in with mod. please either inspect the package or link me the packages here so I can inspect them. Hun, I have No idea how it is even made, whether or not xml derivative, or plugin combined. so many of them last count, there was a author that made a master installer for all UI mods, kind old now. my hands are tied here, I can't make it right for you if I don't have it in front of me.Mo...Is very easy, it's the packages chosen and the source where they came from, their authors intentions as to how to install them, all of this is unknown until I see it. If the data is contained inside a single folder, this includes the fomod Omod what ever and no sub folders, then Mo will install and activate them correctly. the very same thing applies to Nmm. these authors can't think of every possible scenario there can be, the basic set up is a single folder, it's contents zipped up in some way meant for which ever game it was designed for. Now, methods used ? !!, that right there is also part of the mod scene too, it goes with the flow of the tides of the games structure, popularity, and tools being made, have been made, or no longer work, controls this destiny. provide me with your map, what you like, have or want, and I can only try.kitty Link to comment Share on other sites More sharing options...
marieruth Posted April 6, 2014 Author Share Posted April 6, 2014 (edited) ok, unpack the mods package on the desktop into a work folder, you make your own installer, mods fomods are made with some sort of "Data" folder listed inside of them, so UI mods don't go in with mod. please either inspect the package or link me the packages here so I can inspect them. Hun, I have No idea how it is even made, whether or not xml derivative, or plugin combined. so many of them last count, there was a author that made a master installer for all UI mods, kind old now. my hands are tied here, I can't make it right for you if I don't have it in front of me.Mo...Is very easy, it's the packages chosen and the source where they came from, their authors intentions as to how to install them, all of this is unknown until I see it. If the data is contained inside a single folder, this includes the fomod Omod what ever and no sub folders, then Mo will install and activate them correctly. the very same thing applies to Nmm. these authors can't think of every possible scenario there can be, the basic set up is a single folder, it's contents zipped up in some way meant for which ever game it was designed for. Now, methods used ? !!, that right there is also part of the mod scene too, it goes with the flow of the tides of the games structure, popularity, and tools being made, have been made, or no longer work, controls this destiny. provide me with your map, what you like, have or want, and I can only try.kitty Well, the UI/HUD mods I'm planning on using are:MTUIThe Mod Configuration MenuOne HudThe Weapon Mod MenuUnified HUDSelective FireCompanions Command & ControlInventory AssistantNeotropics medical system i got those to work through NMM, except for MTUI, I can't seem to get MTUI to work for me lately. Maybe I'm missing something in my INI fallout file. Thank you for assisting me. Edited April 6, 2014 by marieruth Link to comment Share on other sites More sharing options...
Purr4me Posted April 6, 2014 Share Posted April 6, 2014 I need links to each item you downloaded , just a quick browse show many choices, I need to have the direct links to each one to inspect. a direct link. how this is done is the use of the browser, what browser do you use? Link to comment Share on other sites More sharing options...
marieruth Posted April 6, 2014 Author Share Posted April 6, 2014 I need links to each item you downloaded , just a quick browse show many choices, I need to have the direct links to each one to inspect. a direct link. how this is done is the use of the browser, what browser do you use?MTUI - http://www.nexusmods.com/newvegas/mods/34902/?MCM - http://www.nexusmods.com/newvegas/mods/42507/?oHud - http://www.nexusmods.com/newvegas/mods/44757/?WMM - http://www.nexusmods.com/newvegas/mods/44515/?uHud - http://www.nexusmods.com/newvegas/mods/38961/?Companion Command & Control - http://www.nexusmods.com/newvegas/mods/50468/?Selective Fire - http://www.nexusmods.com/newvegas/mods/49478/?Inventory Assistant - http://www.nexusmods.com/newvegas/mods/43214/?Neotropics medical system - http://www.nexusmods.com/newvegas/mods/50220/? Link to comment Share on other sites More sharing options...
Purr4me Posted April 6, 2014 Share Posted April 6, 2014 (edited) downloading them now.MTUI-34902 contains data folder NOT Mo friendly, needs repackaging. MCM .----(which file here is in use?) not downloading , requires (NVSE) 2.0 beta 3 or higher oHUD < double archive Fomod should install normally, can be unpacked with 7z. The Weapon Mod Menu < double archive Fomod should install normally, can be unpacked with 7z. Unified HUD Project v 3_7 can be repacked in order with the othersJIP Companions Command and Control - FOMOD here where things get dicey.(script.cs)JIP Selective-Fire - FOMOD- can be repacked in order with the othersiAssist110 < double archive Fomod should install normally,can be repacked in order with the othersNeotropics Medical System 1.12 <--tripple archive, needs repacakging.in the post here I will repeat this orientation so please wait till I'm done, I will give you a full report.I will tell you when I am done too. I am unable to get MCM on this attempt.The Mod Configuration Menu < double archive Fomod should install normally, can be unpacked with 7z.The Mod Configuration Menu - has an update too all of these can be unpacked and placed into a single folder, but, you need to be very carful, and you don't need fomod scripts that are in the sub folders, those just tell the program what to install, mo installs all the data and loads it all, so does nmm too, so does Fomm. tomorrow, I'll come home and write out what things need renaming in order to make a single install.# 1 is answered, that was the reason it does not work in mod Organised.http://s12.postimg.org/blh9ejz9p/MCM_COMBINED.jpgBased on what is here, in this shot, you can tell, I did not allow any overwrites, I can without any doubt, sniff out the truth of the codes involved and the differences combined among them all. EXAMPLES:http://s8.postimg.org/kuisp6251/MCM2.jpg http://s15.postimg.org/6qzig31ob/MCM3.jpg For mo, to install all of these, some expertise is required to weld together the xml combinations into single xml scripts, reduce the layovers. But, the data shown here as for the plugin parts , they too, can all be safely merged into a single plugin for use in mo. near the bottom, you will see the MCM plugin. the only slight differences in them as thy do not seem to be in conflict as shown here are in fact in conflict. this is whats called. hidden data. so I shall arrange yet one more screen shot that shows just a tad of these conflicts so you can understand what I am discussing. Hi there, I have run into an issue where the textures and model of the pip-boy are missing, and I am unsure how to restore it.That mess is the result of this complaint, or bug, or missing data as you started out with. Unsure? yes, no way for you to do that except by trial and error approaches and still not get all that can be obtained. the only remedy to this is to combine all this code, reduce the data clutter, make it professional.For instance, Fix stuff like this: (http://s21.postimg.org/oxd4lahdz/o_HUD_esm.jpg)And this (http://s26.postimg.org/myytm0kqx/Bad_file.jpg) Confirmed bad file.That should never be in any game, especially when dealing with the systems Java and visual basic codes all at the same time, this kind of error is system wide, and it starts in ram, so you never see it take place."Hidden Code" Mod Organised has the ability to extract al lbsa archives as if they were mods, Fomm, or a bsa packer/extractor program use useful in this regard so you can make fake bsa's to put into the main games data folder, this is needed for the games main (ini) files looking for that data, the launcher, any DRM, steams overlay all require a bsa archive to be present. None of the above, require any data to be inside of any bsa if using this method in Mo. off topic: before Mo was introduced, I was running all my games in this manner, removing all instances of any bottle necks from original games structure, this isolates the codes and gave/gives a great deal more control over what is going on. On topic: all this may be heavy, it is posted, it's there for you to read, "what can be done, what can not be done.......................................................THERE IS ALWAYS A WAY..................................................Done.kitty Edited April 7, 2014 by Purr4me Link to comment Share on other sites More sharing options...
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