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Pipe Guns have gone missing


JamesAutumn

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I have zero meshes or textures showing up in game for the Pipe weapons. All the titles of the weapons are also Pipe or pipe action. So it's blank. Enemires fire them but you can't see them.

 

Here is my load order:

 

GameMode=Fallout4
Fallout4.esm=1
ArmorKeywords.esm=1
SettlementKeywords.esm=1
Homemaker.esm=1
Snap'n Build.esm=1
Scrappable_Commonwealth.esm=1
SpringCleaning.esm=1
Armorsmith Extended.esp=1
Perk Magazine Material Fix.esp=1
AIO SS.esp=1
RichMerchantsLessCaps.esp=1
StarterKitPro.esp=1
Vasstek_Vaultsuit.esp=1
Nanohelmet.esp=1
NukaRadBans.esp=1
LongCoatVaultSuit.esp=1
AnyModAnyWeapon.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Expanded.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Faction and Quest Requirements.esp=1
Crafting Workbenches - Junk Items.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
WeaponRacks.esp=1
WeaponRacks-Tools-Vanilla.esp=1
WeaponRacks-Weapons-Vanilla.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
LongerPowerLines3x.esp=1
MiscHairstyle.esp=1
MoreBeards2.esp=1
MoreHairstyles4Female4.1.esp=1
MoreHairstyles4Male3.1.esp=1
AzarPonytailHairstyles.esp=1
Dark Drifter.esp=1
Dark Hats.esp=1
BetterSettlers.esp=1
PipeGunRedux.esp=1
SmoothOperator.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
ScrapDeadThings.esp=1
Safe SSEx.esp=1
Homemaker - SSEx Compatibility Patch.esp=1
Snap and Build - Modules.esp=1
Snap and Build - Patches.esp=1
More Where That Came From Diamond City.esp=1
More Where That Came From - Classic.esp=1
AK47.esp=1
R91M.esp=1
M2216.esp=1
M9.esp=1
SniperDamage v2.0x.esp=1
LoneWandererToExperiencedWanderer.esp=1
IncreasedLockpickRewardv1.esp=1
IncreasedLockpickReward250%.esp=1
PunisherSuit.esp=1
BetterCommando.esp=1
Mama Murphy.esp=1
SilverSubmachineGun.esp=1
RadXBuff.esp=1
MGSOutfit.esp=1
CBBE.esp=1
Rangergearnew.esp=1
HairVariations_YoungAtHeart.esp=1
HairVariations_FairyTails.esp=1
HairVariations_Elegant.esp=1
HairVariations_Sophisticate.esp=1
HairVariations_Conversions.esp=1
PiperAsJosephine.esp=1
AlternateSettlements.esp=1
SWTS.esp=1
Pos_GuardPositions.esp=1
Pos_ShopPositons.esp=1
CrazyEarlsScrapyard.esp=1
1FoodPerCrop.esp=1
Food&WaterGenerator.esp=1
FoodGenerators.esp=1
z_ScopedKnife.esp=1
LunchboxSurprise.esp=1
Strong Back x3.esp=1
PiperTrenchSA.esp=1
Buildable_PAFrame.esp=1
SettlementContainers_NoRespawn.esp=1
RebuiltSeriesPrewarHouses_scnr.esp=1
Cait LovelyRedhead CBBE Standalone.esp=1
m82a.esp=1
Glock20.esp=1
OWR.esp=1
RepairSanctuary.esp=1
M14.esp=1
Eli_RuggedOutfits.esp=1
Rhino.esp=1
WastelandLangerLagrie.esp=1
USP 45.esp=1
SkibsWH77LSW.esp=1
Insignificant Object Remover.esp=1
DesertEagle50AE.esp=1
Eli_DLC Paintings.esp=1
DifficultyXPScaling2.esp=1
JamaicaPlainExpansion.esp=1
wastelandCowboyA.esp=1
Weaponry Overhaul.esp=1
SC_ExpandedScrapList.esp=1
Pipe Guns +.esp=1
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A couple of people said their pipe weapons have turned invisible with Pipe Guns Plus.

 

http://forums.nexusmods.com/index.php?/topic/3524395-pipe-guns-plus/?p=32901265

 

I don't know what PipeGunRedux is since I can't find it anywhere but I'd say either that or PGP (or a combination of both) would be the most likely culprits.

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It was one or both of those pipe gun mods. I just wanted to extend the life and make them as powerful as other guns but screw that. Not worth it to me. Thank you for letting me know :)

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  • 2 months later...

Odd, I am having similar issues but I only use PipeGunRedux (which is actually Pipe Weapons Overhaul mod), but when I uninstalled it my invisible pipe bolt-action still exists. I checked with console and turns out the weapon "Pipe" and the like that are invisible seems to have exist in vanilla records (the weapon id first 2 numbers were 00). I never experience this issue before the 1.5 update though....

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Ok nvm, I think I fixed mine through FO4Edit. I believe it was a conflict or some sort with Wes Tek and the Functioning DIsplay mod (conflicting with PipeGunRedux.esp). Now raiders, diamond city guards, settlers, etc. spawn with visible and appropriately named pipe weapons. I still rarely encounter invisible pipe weapons those named only "pipe" or "pipe bolt-action" especially around my settlers but I believe that's because the leveled list is not refreshed yet. Anyway, Cheers!

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Ok nvm, I think I fixed mine through FO4Edit. I believe it was a conflict or some sort with Wes Tek and the Functioning DIsplay mod (conflicting with PipeGunRedux.esp). Now raiders, diamond city guards, settlers, etc. spawn with visible and appropriately named pipe weapons. I still rarely encounter invisible pipe weapons those named only "pipe" or "pipe bolt-action" especially around my settlers but I believe that's because the leveled list is not refreshed yet. Anyway, Cheers!

 

Yeah, the pipe weapons overhaul and the functioning displays mod conflict, it's documented in the page.

 

"Also, mods like Function Weapon Racks or Tactical Weapon Lamps does not work with this mod, as they conflict with one of the entity that this mod edits. Also applies to other mods that you think modifies the base-weapon. Please keep that in mind."

 

There is mention of pipe weapons becoming invisible in the thread, I think I remember that I fixed it by uninstalling functioning displays and reinstalling the mod along with "Pipe Reflex-Sight Fix" and "More Realistic Handmade Pipe Weapons". Any existing pipe weapons that are broken I then upgraded/modded in game or sold if I didn't want them.

 

I think this mod is invaluable for FO4 as it makes the pipe weapons actually practical to use which means the only other weapon mod I use is the "Legendary Modification".

Edited by EvilMatt666
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  • 3 weeks later...

K i'm back to this prob with the pipe weapons not showing up with blank textures/meshes. Here is my new load order on the latest non-beta patch of the game.

 

 

 

GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
Scrappable_Commonwealth.esm=1
SpringCleaning.esm=1
Homemaker.esm=1
CROSS_CosmeticFramework.esm=1
Snap'n Build.esm=1
ArmorKeywords.esm=1
SettlementKeywords.esm=1
Perk Magazine Material Fix.esp=1
AIO SS.esp=1
RichMerchantsLessCaps.esp=1
StarterKitPro.esp=1
NukaRadBans.esp=1
LongCoatVaultSuit.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Expanded.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Faction and Quest Requirements.esp=1
Crafting Workbenches - Junk Items.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
LongerPowerLines3x.esp=1
MiscHairstyle.esp=1
MoreBeards2.esp=1
MoreHairstyles4Female4.1.esp=1
MoreHairstyles4Male3.1.esp=1
M2216.esp=1
M9.esp=1
SniperDamage v2.0x.esp=1
LoneWandererToExperiencedWanderer.esp=1
IncreasedLockpickRewardv1.esp=1
IncreasedLockpickReward250%.esp=1
PunisherSuit.esp=1
BetterCommando.esp=1
SilverSubmachineGun.esp=1
RadXBuff.esp=1
CBBE.esp=1
Rangergearnew.esp=1
HairVariations_YoungAtHeart.esp=1
HairVariations_FairyTails.esp=1
HairVariations_Elegant.esp=1
HairVariations_Sophisticate.esp=1
HairVariations_Conversions.esp=1
PiperAsJosephine.esp=1
Pos_GuardPositions.esp=1
Pos_ShopPositons.esp=1
1FoodPerCrop.esp=1
Food&WaterGenerator.esp=1
FoodGenerators.esp=1
z_ScopedKnife.esp=1
Strong Back x3.esp=1
PiperTrenchSA.esp=1
Cait LovelyRedhead CBBE Standalone.esp=1
Glock20.esp=1
M14.esp=1
Eli_RuggedOutfits.esp=1
WastelandLangerLagrie.esp=1
SettlementContainers_NoRespawn.esp=1
Eli_DLC Paintings.esp=1
wastelandCowboyA.esp=1
Weaponry Overhaul.esp=1
SC_ExpandedScrapList.esp=1
Buildable_PAFrames.esp=1
DX Commonwealth Shorts.esp=1
DX Vault Girl Shorts.esp=1
ExpandedBallisticWeave.esp=1
The Eyes Of Beauty.esp=1
AzarPonytailHairstyles.esp=1
LK05.esp=1
M1911.esp=1
WastelandGirlArmor.esp=1
Lots More Female Hairstyles.esp=1
M45A1.esp=1
CROSS_Gear.esp=1
VisibleCompanionAffinity.esp=1
CurieNewLook.esp=1
CompanionsGoHome_A.esp=1
The_Punisher Combat Set.esp=1
ASVektor.esp=1
PipeShotgun.esp=1
BasementLiving.esp=1
Eli_Apocalypse Attire.esp=1
Blues Radio DBR.esp=1
RadioFreeCoulton.esp=1
Radioliberty.esp=1
IF88TacShotgun.esp=1
autoweapons.esp=1
G3.esp=1
MP153.esp=1
DeltaRadio.esp=1
Mac11.esp=1
Mama Murphy v2.104445.esp=1
DesertEagle50AE.esp=1
WAYN_CompanionTracking.esp=1
NanoSuit.esp=1
DX Courser X-92 Power Suit.esp=1
1nivDX Courser X-92 Power Suit Male.esp=1
Armorsmith Extended.esp=1
MGSOutfit.esp=1
Dark Drifter.esp=1
NanoSuit_AWKCR_AE.esp=1
zWInsanity.esp=1
NanoArmor.esp=1
NanoHelmetVariations2_6_AWKCR_AE.esp=1
NoLimitsJetpack.esp=1
CrazyEarlsScrapyard.esp=1
SettlementFrontiers.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Fusebox Generator.esp=1
TrueReporter.esp=1
Plasma Saber.esp=1
Eli_Crafting Shiz 9000.esp=1
Lots More Facial Hair.esp=1
Lots More Male Hairstyles.esp=1
BetterSettlers.esp=1
BetterSettlersNoLollygagging.esp=1
BetterSettlersCleanFacePack.esp=1
SkibsWH77LSW.esp=1
Extended weapon mods.esp=1
USP 45.esp=1
Insignificant Object Remover.esp=1
ImmersiveVendors.esp=1
AutomatronCountyCrossingFix.esp=1
RepairSanctuary.esp=1
SettlersRename.esp=1
EnclaveX02.esp=1
Punisher Coat.esp=1
Campsite.esp=1
Campsite-AWKCR.esp=1
The Rebel.esp=1
B-90.esp=1
FatManRadiation.esp=1
CROSS_BallisticMask.esp=1
CROSS_Cybernetics.esp=1
CROSS_Cybernetics_NoRobotFootStepSounds.esp=1
CROSS_Uni_Headset.esp=1
SSEX - SK.esp=1
DD_ROBO-TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp=1
WastelandWorkshopPatch.esp=1
Oldies.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Patches.esp=1
Snap'n Build - Real Estate.esp=1
1x(Normal)_HPREG.esp=1
SurvivalSaving_Holotapes.esp=1
Journey_Easy.esp=1
weightlessAmmoForSurvival.esp=1
MTM Survival Rebalance - Merged.esp=1
BETA_Holotapes_Unlimited.esp=1
ImmersiveTP.esp=1
CROSS_Uni_BosUniform.esp=1
SettlementFrontiersV2.esp=1
MojaveImports.esp=1
Vault98.esp=1
LunchboxSurprise.esp=1
BTInteriors_Project.esp=1
CROSS_PlasRail.esp=1
KSHairdos.esp=1
mk14.esp=1
mk14-awkcr.esp=1
pipeshotty.esp=1
IF88TacShotgun-AWKCR.esp=1
NSA DLCRobot.esp=1
NSA Fallout4.esp=1
NSA DLCCoast.esp=1
NSA DLCworkshop01.esp=1
AlternateSettlements.esp=1
Scrap Everything.esp=1
dinoshelf.esp=1
ScrapDeadThings.esp=1
Gunners Overhaul.esp=1
SurvivalOptions_Everything.esp=1
AntibioticsMadeEasy.esp=1
mtFarHarborHome.esp=1
Helicopter CrashSite - Sanctuary V3.esp=1
Rather Clean.esp=1
Glowing Animals Emit Light.esp=1
Glowing Animals Emit Light - Far Harbor.esp=1
OWR_CraftableDecor.esp=1
OWR_CraftableDecor_SKPatch.esp=1
OWR.esp=1
OWR_CraftableRadios.esp=1
OWR_LouderStations6.esp=1
Green Commonwealth.esp=1
Hunting Revolver_SA.esp=1
WBO.esp=1
PipeGunRedux.esp=1
PipeWeaponRechamber.esp=1

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PipeWeaponRechamber.esp

 

^from what mod is this plugin?

 

Anyway, there's one thing you may try is like me, using FO4Edit.

1. Try loading all of your mods and go to PipeGunRedux.esp.

2. Open it and find the "Weapon" tree.

3. Right-click on the "Weapon" tree and select "copy as overwrite into" and then scrolls down through the options and select the "new plugin" option. Name this .esp whatever you want and hit ok.

4. Make sure this .esp is loading last in your load order. If you use LOOT it may change things and screw it up. I myself have this kind of plugin and LOOT places it too much high in the load order and screwed up my edits.

 

What does this do is basically overwriting every mod that uses the same weapon type (pipe weapons) to follow edits done in PipeGunRedux.esp. It's simillar to just placing PipeGunRedux.esp at the very last. Difference? Read below:

 

If the edit above doesn't work (make sure NPC's have time to respawn with new pipe weapons before jumping to conclusions), we may need to edit the leveled list. Most of the time mods that edits the same leveled list as other mods tend to compete with each other. What we need is a merged patch for all the conflicting mods (however here we want to focus on PipeGunRedux.esp). In previous Bethesda games we have this amazing manager that allowed us to quickly merge leveled list called Wrye Flash (Bash for Elder Scrolls series), you may know this. Fallout 4 doesn't have it yet so we have to do this manually.

 

1. Load up FO4Edit again as select all plugins.

2. Scroll down to PipeGunRedux.esp

3. This time, open the "Leveled Item" tree

4. Here you will see red colored tabs whenever there's a conflict.

5. If there are multiple conflicted tabs, just press ctrl and select those conflicted tabs.

6. right click and select "copy as overwrite into" and select the .esp patch you made earlier. (Doing this will put leveled list edits done by PipeGunRedux. top priority)

7. Go back to those conflicted tabs that are mostly going to turn green.

8. If there are still some red records in any of the individual tabs just press and hold their entry and drag them to XXXX.esp (your named .esp) column on the right hand side. Sometimes this occurs from other mods and doing this will require your .esp to have that mod's .esp as a master just hit ok.

9. Once you're done just save and exit.

 

In my experience, doing the first steps seemed to have solved the problem for me, but the recent updates to Pipe Weapons Overhaul seemed to slightly destroyed my patch (unnamed and invisible pipe weapons appear again but are still rare anyway), so I also posted the steps for editing leveled list.

 

I hope this helped even if a little, and I am happy to answer any questions or to clarify something :D

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Pipeweaponrechamber.esp apparently comes with the latest version of Pipe Weapons Overhaul. I'll try and learn this f04edit thing i'm guess this program could be essential me working out lots of kool things for the game thank you so much for the advice i'll report back as soon as i try it all out :)

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