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FOOK 2 Textures Missing with Exclamation Marks Please Help


AIex

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This is my load order

 

I have no CTD but some (not all) weapons in FOOK2 are missing. It's mostly hand guns but some rifles. Why are these textures missing with a red exclamation mark?

 

 

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] FOOK2 - Main.esm

[X] FOOK2 - [DIK] DLC Improvement Kit.esm

[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm

[X] Mart's Mutant Mod.esm

[ ] Project Beauty HD version.esm

[X] FOOK2 - Main.esp

[X] FOOK2 - [DIK] DLC Improvement Kit.esp

[X] FOOK2 - Mothership Zeta.esp

[ ] FOOK2 - [EVE] Energy Visuals Enhanced.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] FO3 Wanderers Edition - Alternate Travel.esp

[ ] FO3 Wanderers Edition - Optional VATS Halftime.esp

[ ] FO3 Wanderers Edition - Optional No Fast Travel.esp

[ ] FO3 Wanderers Edition - UFP Support.esp

[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp

[ ] FO3 Wanderers Edition - Optional Free Play After MQ.esp

[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp

[ ] FO3 Wanderers Edition - Lvl 30 High Skills.esp

[ ] FO3 Wanderers Edition - Lvl 30 Balance.esp

[ ] FO3 Wanderers Edition - Optional Harsher Wasteland.esp

[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

[X] FO3 Wanderers Edition - Followers Enhanced.esp

[X] FO3 Wanderers Edition - Optional Worn Weapons.esp

[ ] FO3 Wanderers Edition - No Drug Visuals.esp

[X] FO3 Wanderers Edition - FOOK Support.esp

[X] FWE - FOOK DLC Support.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] EVE - FWE Master Release.esp

[X] EVE Anchorage - FWE DLC Anchorage.esp

[X] EVE - FWE Master Release (Follower Enhanced).esp

[X] 1PipboyPDA.esp

[X] CRAFT - Activation Perk.esp

[X] Stealthboy Recon Armor - CRAFT.esp

[X] UndergroundHideout.esp

[X] Mart's Mutant Mod.esp

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

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

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

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

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

[X] Mart's Mutant Mod - Hunting & Looting.esp

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

[X] Mart's Mutant Mod - FOOK2.esp

[X] Mart's Mutant Mod - FOOK2 - DIK.esp

[X] Mart's Mutant Mod - FWE Master Release.esp

[ ] Mart's Mutant Mod - FWE with EVE.esp

[ ] Mart's Mutant Mod - CFW.esp

[ ] Mart's Mutant Mod - XFO.esp

[X] WeaponModKits.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - FOOK.esp

[X] EVE - FWE with WeaponModKits.esp

[X] Project Beauty.esp

[X] Project Beauty- Broken Steel.esp

[X] Project Beauty- Point Lookout.esp

[X] Dragonskin Tactical Outfit.esp

[X] DragonskinBonusPack.esp

[ ] FO3 Wanderers Edition - Optional Sneak Msgs.esp

[X] EnclaveCommander-OA-Pitt-Steel.esm

[ ] RTS_Life_Of_Raider_Addon.esp

[X] 1alexscorpionsnipergear.esp

[X] bzBodySuits.esp

[X] bzArmour-nude.esp

[ ] bzArmour-non-nude.esp

[ ] MyFOOK2 - Black & White Tranquility Lane.esp

[ ] MyFOOK2 - No Rape Victims.esp

[ ] RTS.esm

[X] F.E.A.R..esp

[X] WeaponModKits - FWE Master Release.esp

[X] CoD_MW2.esp

[ ] WeaponModKits - FWE Optional Worn Weapons.esp

[X] Classic Fallout Weapons BETA.esp

[X] Tactical Weapons by gRs Frederyck.esp

[X] FatmanExp.esp

[X] suitcase_nuke.esp

[X] Nuke Weapons.esp

[ ] bltc.esp

[X] Mez's Merged Patch - FWE-WMK-MMM.esp

[ ] WeaponModMergedPatch.esp

[X] WMKMerged.esp

[ ] JSBlack'sNanoArmor.esp

[ ] EnclaveCommander-OA-Steel.esm

[ ] EnclaveCommander-Steel.esm

[X] Munkeenuts Armory - 0.9.esp

[X] PersonalTerminal.esp

[X] Assault Armor.esp

[X] MrSlackPants-NightVisionGogglesShades.esp

[X] PunisherGear.esp

[X] Resident Evil 5 for community.esp

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LIES...

 

Besides you having 3 or more of the largest an most crash/conflict causing mods avaliable. They are also in poor order coupled with the lack of FOIP (fallout interoperablility program) and also the lack of FO3edit merge patch creation (which also suggests the lack of master update process) (and even further suggests the lack of work performed with the load order in FO3edit to make it all work together) So yeah you have crashes.

 

Patched Vanilla fallout 3 will crash without even having any mods installed. So really nobody can say they don't have crashes, they just haven't had one yet. I guess if you played the game an got really deep into it like 40 hours of play or something an you didn't have crashes you could say that you didn't have them, but it's not like that's ever going to happen anytime soon. Modded fallout 3 is in the 10Gb to 20Gb range of raw data so getting all that to work togeter will always be a problem.

 

 

 

1. not all your .esm are loaded at the top of the load order.

 

2. EVE is build into FOOK2

 

3. you have mods in your load order that you are not using, don't want to use it, delete it, don't install it

 

 

 

 

*burp* uh *burp* Your best bet when building something like this would be to do it a little at a time. First start out with just the game installed an patch that, then tweek it, then play an test it so you know it's smooth running, install the DLC's then test an tweek it some more until you have a known good install. Focus on reducing crashes if any, an the reduction of issues like frame stutter, micro stutter, mouse lag which are all different things.

 

Once you get it running good, you can go one of two ways, either install about 60 or so small mods which just add a few items or things, or install one of the large type overhawl mods like FOOK2 for example. The reasons why is because it takes about the same amount of time to fix something like FOOK2 as it takes to fix 60-80 little mods. You'll use the Web-ensized FO3edit guide to fix them with @ http://www.fallout3nexus.com/downloads/file.php?id=9616

 

Something you might want to consider is that the content inside of large overhawl mods is usually installed via the windows installer, so to speak it's a auto installer which will blindly overwrite anything in it's way. Where the small mods done one at a time are more hand picked. If there were a case where something in a tiny mod was going to replace a mesh/texture/sound from another mod or overhawl mod (which each had the same file name) By doing the auto installer first, then installing small mods afterwards, you would get to pick an choose which content to use, who knows one might be of a higher quality than the other. Where running the auto installer last an blindly overwriting whatever is already in there, you might replace high quality content, with low quality.

 

Now Fixing a load order is a big drag, it takes tons of work. The trick is to do it in steps, your large overhawl or 60 or so small mods to start with. Fix that with FO3edit, then go in-game an play for a while, test it out, fix any issues, a few weeks later get more mods an do the same. After a few times doing this it's a balance of play time an work time. Each big repair job you have to do when you install the new mods is seperated by days of super fun game play. Rather than the alternative, which is throw all these 100 or 200 mods togheter right after you install the game, and then have to fix them, which would take about 2 weeks working everyday with FO3edit. Even the install of just fallout 3 you should take time to test it out an get it running smooth in order to rule it out as a cause for problems later on (once you get a poop ton of mods installed on it)

 

Have a plan when you start out is what you need. You can still fix what you have now, but it's going to be a never ending nightmare of workload while you are fixing it.

 

 

WMK used to conflict with about 90% of the mods out there. Back last year when it came out. It has to do with how it was made, but it has been updated. It's a great little mod, but because of the things it needs to work, it's going to conflict with a lot of things.

 

FWE conflicts with just about everything due to the nature of it. It changes vanilla fallout into a different game which is a lot harder. It's an overhawl which was built by merging a bunch of little mods down into one huge mod. Which means if you just wanted certian aspects of it you could just get the smaller (more easy to manage) small mods which it was created from, to avoid it conflicting with everything, or having to use FOIP patches, which are created as a Generic patch, even though everybodys load order is different. However if you learn FO3edit, you won't need FOIP anymore, from creating your own inside the mods themself across the load order.

 

MMM is a overhawl an touches on a lot of things, besides making the game a lot harder (MMM has the toughest npc's out there) Because it touches on a lot of things it conflicts with a lot of things, meaning more work. Natural selection will also poop out extra data into the Cell buffer so you should concider how well the game is running before you use it.

 

FOOK2 is huge, which it also has many issues, and even conflicts with itself in some cases, but at the fook unitiy website, all the issues are in a forum which can be fixed.

 

Enclave commander doesn't work so well with FOOK2, but the read me spells how how to change an tweek it so that it does work better.

 

BLTC will conflict with a lot of mods because of it's content, I used to use it an needed to create a lot of overrides in order to get it to work

 

Project beauty will touch on a lot of the NPC's so your others mods that do the same are just going to overwite it in most cases

 

Using FO3edit to load the whole load order might tell you more on where to put stuff, if it was the case where you didn't want to actually fix it.

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Now the big red blucko ! error

 

 

Anytime you see one it's a missing mesh.

 

 

1. find out what the name of the item is, this can be done with SCC or even Groovatron so that you can access the inventory if a npc has the big red blucko !

 

2. Once you find the name, load the whole load order with FO3edit, then depending on what the name is, say it's 10mm pistol, I know that's a vanilla item, so I start in Fallout.esm find the 10mm pistol there, which if you click on the tabs at the top of the list in FO3edit you can arange either the form ID or in-game name in A-Z or Z-A in the list, which makes finding that one item a lot more easy

 

2.2 Once you have found the 10mm pistol, click it, now that form id will be displayed in the view window, with all mods which do work on this item will be displayed left to right, with the furthest to the left being Fallout.esm in most cases, an then the last mod in the load order the furtherest to the right. Which the override goes left to right, so the entry which is all the way to the right is the final an what fallout 3 will use

 

2.3 now you can see what is causing the big red Blucko ! error, which can be something as simple as the name of it being in caps or in lower case, say one of the mods spelled 10mmpistol.nif which is the mesh (hence the blucko) But for some duffus reason someone spelled the mesh 10MMpistol.ni or 10mmPISTOL.nif this will cause the blucko. What you do is since you know the data folder path to the mesh, you go to the data folder an make your way down until you find the mesh, note how it's spelled, then go back to FO3edit an spell it correctly, after you have it spelled correctly you can drag an drop that part of the entry from left to right, an you can even copy paste if it suits you.

 

3. If it's not a vanilla item, it would be harder to find, say it's a P4 winchester plasma rifle, there's something like that in FOOK2, since I know FOOK2 has a ton of weapons in it, then I'm going to look there first, and use the A-Z trick so that I can find it, but you have to keep looking manually until you find what is wrong, which can be difficult, but the fix is easy most times when you find it.

 

 

It could be the case that for some reason the mesh was installed in the wrong location, or wasn't installed at all, an is trully missing. You can find the path fallout is using to find the mesh though, then look in the data folder to see if it's there, if it's not then you need to find it, but hopefully it's just miss spelled.

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Now the big red blucko ! error

 

 

Anytime you see one it's a missing mesh.

 

 

1. find out what the name of the item is, this can be done with SCC or even Groovatron so that you can access the inventory if a npc has the big red blucko !

 

2. Once you find the name, load the whole load order with FO3edit, then depending on what the name is, say it's 10mm pistol, I know that's a vanilla item, so I start in Fallout.esm find the 10mm pistol there, which if you click on the tabs at the top of the list in FO3edit you can arange either the form ID or in-game name in A-Z or Z-A in the list, which makes finding that one item a lot more easy

 

2.2 Once you have found the 10mm pistol, click it, now that form id will be displayed in the view window, with all mods which do work on this item will be displayed left to right, with the furthest to the left being Fallout.esm in most cases, an then the last mod in the load order the furtherest to the right. Which the override goes left to right, so the entry which is all the way to the right is the final an what fallout 3 will use

 

2.3 now you can see what is causing the big red Blucko ! error, which can be something as simple as the name of it being in caps or in lower case, say one of the mods spelled 10mmpistol.nif which is the mesh (hence the blucko) But for some duffus reason someone spelled the mesh 10MMpistol.ni or 10mmPISTOL.nif this will cause the blucko. What you do is since you know the data folder path to the mesh, you go to the data folder an make your way down until you find the mesh, note how it's spelled, then go back to FO3edit an spell it correctly, after you have it spelled correctly you can drag an drop that part of the entry from left to right, an you can even copy paste if it suits you.

 

3. If it's not a vanilla item, it would be harder to find, say it's a P4 winchester plasma rifle, there's something like that in FOOK2, since I know FOOK2 has a ton of weapons in it, then I'm going to look there first, and use the A-Z trick so that I can find it, but you have to keep looking manually until you find what is wrong, which can be difficult, but the fix is easy most times when you find it.

 

 

It could be the case that for some reason the mesh was installed in the wrong location, or wasn't installed at all, an is trully missing. You can find the path fallout is using to find the mesh though, then look in the data folder to see if it's there, if it's not then you need to find it, but hopefully it's just miss spelled.

Thanks a lot for the reply, definitely gave me a lot better understanding of whats wrong with it. Anyway I checked for the override in FO3 Edit and ofor almost all the weapons it go's FOOK, FWE, WMK and thats about it. I checked my meshes to see if it was named right for the Glock 18c and it was, as well as the Barrett M82A3. However, FWE may be using some of the same weapons and possible some other weapon overhauls.

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