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Honest Hearts And Additive Mods Issue


Sakugen

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Not quite sure what the issue here seems to be. F:NV was working just fine before installing the Honest Hearts mod, and for the life of me I can't figure out why it's doing what it is doing.

 

My load order via FOMM is this:

 

FalloutNV.esm

HonestHearts.esm

OldWorldBlues.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

IWS-Core.esm

Weapon Mod Expansion.esm

PerkEveryLevel.esp

IWS-Core-Patrols.esp

IWS-Core-Guards.esp

IWS-Core-Civilians.esp

IWS-AS-MedSpawns.esp

IWS-AS-EnableDebugInfo.esp

DWDEagle44.esp

RHINO45-70MX_NV.esp

DragonskinTacticalOutfit.esp

Weapon Mod Expansion.esp

CX_Edits.esp

 

Total active plugins: 20

Total plugins: 21

 

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Now, the issue is particularly with the last mod on the list 'CX_Edits.esp'. ... This is a mod where I tweaked some weapons and armor around in the GECK, then added them to the game in a cash register I set on top of a truck outside the saloon in Goodsprings. Now... before HH was installed, this mod worked juuuuuust fine. But after installing HH, all the custom items and even the register disappeared. Just gone. Even though the mod is select/active in FOMM and the normal launcher.

 

I played around with the mod load order myself first before letting BOSS shift things around. Still no luck there.

 

So I'm hoping I'm just looking over something that someone else can point out for me.

 

Any help would be appreciated!

 

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Edit:

 

I also read in another post that after beating OWB that some other people have had mods disabled. So I tried disabling all other mods and starting a new game with just FalloutNV.esm and CX_Edits.esp and still nothing is showing up. ...Weird.

Edited by Sakugen
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The game doesn't crash. The load order I've got set up works perfectly fine. So I'm wondering if it's another issue, somewhere. Someplace. Hiding. Glaring. ...Beady little eyes. Hrmph.

 

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I've re-installed F:NV and all the mods. Deleted my old .esp for the tweaks I made and started a new game.

 

I went back in to GECK, first using the New Vegas .esm main game file as the base and made a new mod. I just created a new unique ID for a duffle bag, tossed a couple items in it and placed it in the game world by a boulder in Goodsprings. Not a heavy change; doesn't affect any other mods I'm using. ... It didn't show up. So I re-created it again, using OWB .esm and then HH .esm as the base... still nadda.

 

I'm not fully sure what would be causing anything placed in world to be affected in such a way that it wouldn't show up. I'm pretty stumped here.

Edited by Sakugen
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Could be not related with HH but with the game patch as it's have some changes in the items id's. So if you still haven't i suggest to update the g.e.c.k then again open your mod and save it; It might help to it work again. Be aware that the new version of G.e.c.k might not recognize your mod so you might end make anew.

Also as an workaround you can try to use the console to see if this way the duffle bag with your items appears.

use the "place.atme itemid" command

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I've been messing with the console and I've ran in to some interesting conundrum.

 

Having recently reinstalled everything, and remaking my mod from scratch... it still doesn't work. And I've found out, by trying to add items from other mods in the load order... they don't work either!

 

The funny thing is... anything in the load order AFTER Honest Hearts... doesn't recognize the Object ID of any item one tries to add via console or place in the game world.

 

For example... the LAER from Old World Blues... It's ID is 0300B9CF (As it loads 3rd for me.) ...Since the mod comes after HH, it won't give it up.

 

Now, items from HH and Dead Money (which loads before HH) will appear when added through the console.

 

...To fix this one might think to load HH last, but, putting .esm files before .esps is a no-no. So... any theories here? :)

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About the console id try to change for an nearby number for example for the LAER try 0200B9CE or 0200B9D0, as some times this bugs happened in fallout 3 and that was the workaround i found it.

About the issue with mod disabled afaik it's related with changes with the patch i's appears some form id have changed again what make some mod not working. But i don't thing it's happens with the major mods you use (WME and IWE) had this issue.

Still make sure you updated the G.E.C.K as it might related to your issue with your own mod.

and you can made it as an .esm file with the FNVEDIT (make sure you have the latest version)

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I don't know why it's only disabling certain mods and not others. WME, IWS, the Desert Eagle 44 and Dragonskin Tactical Outfit still work for some reason.

 

I'll have to try making it an .esm though... haven't thought of that, thanks.

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