RetroNutcase Posted September 9, 2010 Share Posted September 9, 2010 The picture says it all here. I've got up to date Nvidia drivers, and I'm pretty sure my Load Order is okay, and yet I get THIS bizarre issue randomly at night. Basically, you can see a lot of black where there should be an actual texture. Depending on the direction I'm facing and if I'm looking up or down at a certain angle, sometimes the black areas WILL be lit and appear as they should. Often times though, I get this blackness instead.http://i51.tinypic.com/wch5zr.jpg Below is my load order (and which mods are not currently active).[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] Ammo Bench.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] Wasteland Whisperer v2.esm[X] Enhanced Weather - Rain and Snow.esm[X] Ammo Bench - Remodelled.esp[X] Ammo Bench - Toolkit Retex.esp[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] CRAFT - Activation Perk.esp[X] TinCanCRAFTing.esp[X] CRAFT - EnergyAmmo.esp[X] Ammo Bench - Alien Power Cell.esp[X] Ammo Bench - Artisan.esp[X] Ammo Bench - CRAFT Plugin.esp[X] Ammo Bench - CALIBR.esp[X] Ammo Bench - Car Mechanic.esp[X] Ammo Bench - Old Ammo-Benches.esp[X] Ammo Bench - Scattered Schematics.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[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Companion Core DLC Addon.esp[X] Wasteland Whisperer v2 Broken Steel Addon.esp[X] RobCo Certified v2 Mechanist's Edition.esp[X] RobCo Certified v2 Zeta Addon.esp[X] CRAFTable_WMKs.esp[ ] AimInFirst.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 - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[ ] Fellout-pipboylight.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - OA.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] megalight.esp[X] Enhanced Weather - REBOOT.esp[X] RobCo Certified v2 FWE Patch.esp[ ] FO3 Wanderers Edition - Followers Enhanced.esp[ ] FO3 Wanderers Edition - Optional Free Play After MQ.esp[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[ ] FO3 Wanderers Edition - Optional VATS Halftime.esp[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp[ ] FO3 Wanderers Edition - Optional Worn Weapons.esp[ ] WeaponModKits - FWE Optional Worn Weapons.esp[ ] RobCo Certified v2 Version Updater.esp[ ] CRAFTable_WMKs_skill_requirements_no_assault_rifle_and_laser_pistol.esp[ ] Mart's Mutant Mod - No Corpse Flies.esp[ ] Mart's Mutant Mod - No DLC Increased Spawns.esp[ ] Mart's Mutant Mod - No Floaters.esp[ ] Mart's Mutant Mod - No Geckos.esp[ ] Mart's Mutant Mod - No Ghoul Raise.esp[ ] Mart's Mutant Mod - No Size Scaling.esp[ ] Mart's Mutant Mod - No Skeleton Decay.esp[ ] Mart's Mutant Mod - No Wanamingos.esp[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp[ ] Mart's Mutant Mod - Hunting & Looting.esp[ ] Mart's Mutant Mod - Increased Increased Spawns.esp[ ] Mart's Mutant Mod - Increased Spawns.esp[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp[ ] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Merge Patch.esp[ ] Bashed Patch, 0.esp Also, question, in FOMM, does the mod index mean anything regarding load order? Because sometimes I get unusual numbers for the index, for example, Fellout shows as 58, and Fellout-anchorage right below shows as 50.Needless to say, this is driving me pretty crazy, as I can't go around the capital wasteland without this bizarre issue of lights not working as they should. The issues in question go away if I disable StreetLights entirely, so I suspect the issue lies in there somewhere, but I'm not sure how to fix it. And since Fellout's default nights are pretty dark (which I do want) the ambient lights provide some much needed visibility in some spots. So, anyone got any ideas? Link to comment Share on other sites More sharing options...
RetroNutcase Posted September 9, 2010 Author Share Posted September 9, 2010 Did a little testing, and I'm pretty sure the issue is not compatibility anymore, at least not with Fellout and Street Lights. Disabling Fellout (and thus getting my brighter nights back) has revealed the issue persists. Even more unusual is that this only seems to be readily noticed if I have my pip boy light on. I think this might be an issue with how the Pipboy lights up areas with street lights in them. Oh, and previous question stands. What determines load order? The actual order I am looking at my mods in, or their Mod Index? Link to comment Share on other sites More sharing options...
Yossarian22 Posted September 9, 2010 Share Posted September 9, 2010 This is an engine bug. This crap of an engine can't handle more than 1-2 lights per cell in exteriors. If you have more, they start to clip :rolleyes: Well, yes it's ridiculous... but that's gamebyro. Just lets hope they fixed that in fallout new vegas :wallbash: Link to comment Share on other sites More sharing options...
Johssy Posted September 9, 2010 Share Posted September 9, 2010 You're gonna run into that bug alot in D.C with Fellout and wasteland Lights if you use your PipBoy light. I figure its got something to do with there being so many different surfaces (the main surface, then they added a garbage surface ontop of that, kinda hard to explain but you'll know when you see it) so it only lights up one of the two surfaces at times. Real annoying, but yeah its an engine bug. :confused: Link to comment Share on other sites More sharing options...
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