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OWB Missing Doors


privatesquidz

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I recently started playing Old World Blues, and for a while, all was nice. Then, I got to the Magnetohydraulics Complex, and there was no door. Nothin', just a wall. I teleported myself in to grab what I needed, then back out, figuring it was just a weird bug. Then I started exploring again, finding that the certain type of door was just gone completely. Using what little knowledge of the GECK I have, I figured out that the door in question is "Utldoor01".

 

I'm a complete scrub when it comes to solving mod problems, so if anyone could solve this, I'd really appreciate it.

(I've also never asked for help with this, so if I made an error with the load order or something, sorry.)

 

Load Order:
FalloutNV.esm=1
OldWorldBlues.esm=1
GunRunnersArsenal.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
LonesomeRoad.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
ClassicPack.esm=1
CaravanPack.esm=1
Afterschool Special.esm=1
Companion Core.esm=1
More Perks.esm=1
ELECTRO-CITY - CompletedWorkorders.esm=1
RobCo Certified.esm=1
ELECTRO-CITY - Highways and Byways.esm=1
Project Nevada - Core.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Extra Options.esm=1
NVInteriors_Core.esm=1
NVInteriors_ComboEdition.esm=1
UWHNV-Core.esm=0
SomeguySeries.esm=1
Project Nevada - Cyberware.esp=1
Project Nevada - Equipment.esm=1
UHNV.esp=1
UHNV-Brighter Lighting.esp=0
UHNV-Bobblehunt.esp=0
UHNV-Chems.esp=0
UHNV-Honest Hearts.esp=1
UHNV-OWB.esp=1
UHNV-Dead Money.esp=1
Easy Hacking.esp=1
UHNV-Lonesome Road.esp=1
NewVegasBounties.esp=1
NewVegasBountiesII.esp=1
DarNifiedUINV.esp=1
The Mod Configuration Menu.esp=1
The Weapon Mod Menu.esp=1
MiscItemIconsNV.esp=1
Gnome_Wrangler.esp=1
ATree.esp=1
ATreeDLC-shotgun.esp=1
More Perks Update.esp=1
Mojave Express Expansion.esp=1
FlashlightNVSE.esp=1
K3KBriefcaseBomb.esp=0
Guaranteed Pick Pocket.esp=1
MeanMotherf*#@ers.esp=1
LFox Bottle That Water.esp=1
Fellout.esp=1
Light Step ED-E.esp=1
CourierCacheWSE.esp=0
ScottmackImprovisedPPSh.esp=1
H4DMR.esp=1
Wasteland Defense.esp=1
Pushabilitator.esp=1
RobCo Certified Friendly Hit Fixer.esp=1
EVE FNV - NO DLC.esp=0
EVE FNV - ALL DLC.esp=1
EVE FNV - NO GRA.esp=1
The Great Mojave Hunt - A Question of Ethics.esp=1
Action for Men NV.esp=1
RevolverRifle_0.esp=1
MCL_Weapon_Pack.esp=1
KABAR.esp=1
FBSykes.esp=1
ClassicCombatShotgun.esp=1
CaveHome.esp=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=0
Project Nevada - All DLC.esp=1
mk46jtucker40lite.esp=1
UWHNV-Addon-Time for Bed NV.esp=0
mk46jtucker40full.esp=1
UWHNV-Addon-GRA.esp=0
UWHNV-Addon-NoCompanionsRoom.esp=0
UWHNV-Addon-DLC.esp=0
UWHNV-Addon-FollowerHome.esp=0
GeckoFlamer.esp=1
HouseCompanion.esp=1

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No? Nothin'? Again, very desperate. I'm probably breaking rules, I guess.

turn off 1/2 of all your mods

 

see if it goes away

 

or just experiment - turn off any 10 mods - you may simply be at your personal mod limit

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No? Nothin'? Again, very desperate. I'm probably breaking rules, I guess.

turn off 1/2 of all your mods

 

see if it goes away

 

or just experiment - turn off any 10 mods - you may simply be at your personal mod limit

 

 

Well, doing this didn't quite fix the problem, but I feel like progress was made. Eventually I just tried turning everything off, and the problem still persisted, which means (I'm assuming) the problem as caused by a mod and I just have to get a file or something back. However, neither re-installing or doing Steams lil' Verify Integrity of Game Cache fix anything. (Which I did try quite some time ago, anyways.)

I feel like slow and steady progress is being made though, so that's nice. Thanks for your suggestion and help, Fonger.

On that note, anyone got anything from this point onwards?

Edited by privatesquidz
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EVE FNV - NO DLC.esp=0
EVE FNV - ALL DLC.esp=1
EVE FNV - NO GRA.esp=1

 

Only one of them has to be active at once.

 

Since you know how to open the DLC file in GECK, see what alters that door, and maybe that will help pointing out the mod that creates the issue. Either the door, or the cells.

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While the EVE thing wasn't the problem, that was probably a good thing to fix anyways, so thanks.

 

And for going in to the GECK, I didn't really see anything wrong, but at the same time, I'm not entirely sure how to actually check that. Nothing seemed wrong, and in the GECK the door appears to be there just fine.

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Not talking just about conflicts here. I am talking about all things that change the OWB doors in any way. Try making a merged patch, finding the doors and verifying what alters those buildings or doors in OWB.

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