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Completely Overwhelmed... :(


ZpIIlz

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oh my...well...I don't want those errors in my game obviously. Can i delete just that nif? Or would that break the mod?

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oh my...well...I don't want those errors in my game obviously. Can i delete just that nif? Or would that break the mod?

IF you open the (.nif file) and it does what's shown here, you need first to locate which plugin assigns the data, pulls it up in game and load it into the GECK and remove it from the geck, DO NOT use xedit, because it will leave things behind and screw up your game. The geck will remove almost every piece of code that items is used by. Then you can verify the game runs and then go remove the files ...in that order.

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GAH! THIS IS SO FRUSTRATING!

 

 

 

IF you open the (.nif file)...

 

 

Open it with what?

 

 

 

 

​... and it does what's shown here,

Shown where? ...the screenshot you showed of NIFscope erroring out?

you need first to locate which plugin assigns the data, pulls it up in game and load it into the GECK and remove it from the geck

I already know from your screenshot, that the file in question is located at "Data\Meshes\weapons\WMKweapons\FWE\1handpistol\14mmpistol". So we already know that WMK is the mod, but I supposed WMK is made up of multiple plugins.

You lost me right at the end there. I have GECK, but when I open it I get a PLETHORA of error messages: "Audio: Could not find TESSound corresponding to form name "UIMenuMode", "UIMenuFOcus", "UIMenuCancel", "UIMenuTab", "UIMenuOK", "UIMenuPrevNext", "WPNRifleAssaultFire3D", "FXBulletImpactConc", "UILoadScreenMicroFiche01", "UILoadScreenInitial",

 

What does that even mean?

When I try to open the "14mmpistoleclssc.nif" file in GECK, I get:
"Warning TEXTURES: (null) :(null) is missing a Diffuse map Context: DEFAULT"

​"Warning TEXTURES: (null) : (null) is missing a Diffuse map Context: DEFAULT"

What does THAT MEAN!? D:

 

I might just be too over my head here to manage this error. The only way I'm going to be able to do it is if I have perfectly accurate step-by-step instructions. No compromises or corners cut because I don't know anything about this software. I can't just be told "load it into the geck". The only reason I have even a sliver of an idea as to what you're on about is because I've seen other people mention GECK before so I know it's a program. But this is the first I've ever seen it.

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open with what?

https://forums.nexusmods.com/index.php?/topic/4669505-completely-overwhelmed/page-21&do=findComment&comment=40756850

second link, install that.

 

yes, forget about the tech stuff, too frustrating for now as I can plainly see.

This is something you need to learn on your own over time when not stressed out or intimidated by it.

 

I do forget things like "skill levels", so sorry for that.

--------------

If the GECK spits out things like that, it means data is missing or is incorrect. so don't mess with it, you can't fix it at the moment, make notes about it and test it in game.

Most of the time, things like that are from 3rd party edits.

back page has the link for the tool I use.

I sent you something to look at in the PM.

 

it is something as if a warning about what you might be getting into with mods. To Give you an exact Idea of what is really there.

 

"Weapons" by the dozen...or millions? I don't know 7.9 gig's worth of shoot em up? is a LOT !

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Just documenting here. Updated load order:
- Fixed body textures

- Deleted BetterPerformance

- Deleted Project Reality and related patches

- Disabled Anisotropic Filtering (It was maxed at 15 samples)

- Turned down Light and Shadow draw distance.

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] xCALIBR.esm
[X] aHUD.esm
[X] iHUD.esm
[X] TalonExtraArmor.esm
[X] CINEMATECH.esm
[X] 20th Century Weapons.esm
[X] EVE.esm
[X] EWE Energy Weapons Enhanced.esm
[X] Apocalypse Armory.esm
[X] LingsFinerThings.esm
[X] DCInteriors_ComboEdition.esm
[X] Shojo Race.esm
[X] Ez0n3_Fallout3_MyMansion.esm
[X] RH_IRONSIGHTS.esm
[X] HairPack.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Mothership Crew.esm
[X] Companion Core.esm
[X] RobCo Certified v2.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] RRCompanionVault.esm
[X] RRGuards.esm
[X] RR5MoreMales.esm
[X] RR5MoreFemales.esm
[X] SeducingWomen.esm
[X] Sydney Follower.esp
[X] ImaginatorFO3.esp
[X] MyDog - Globals (keep this active).esm
[X] MyDog.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] DarNifiedUIF3.esp
[X] hair_add_npc.esp
[X] YearlingsGlasses.esp
[X] CRAFT - Activation Perk.esp
[X] Auto Aim Fix v1.1.esp
[X] GNR Enhanced.esp
[X] Dree Perks.esp
[X] MoreMapMarkers.esp
[X] 99+2.esp
[X] Rivet City Realignment.esp
[X] UndergroundHideout.esp
[X] GhostArmor HGEC - Conversion.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] EWE Supermutant Energy Weapons.esp
[X] Yoko'sOutfits.esp
[X] Lings Finer Things.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] MTCBigTownRobotFix.esp
[X] EWE Load Order Fix.esp
[X] EWE DLC Addon.esp
[X] dD - Enhanced Blood Main.esp
[X] Fellout-Full.esp
[X] Realistic Interior Lighting.esp
[X] PureWater-NoRad-.esp
[X] GhostArmor HGEC - Conversion FN92 VATSCAM.esp
[X] DYNAVISION - Dynamic Lens Effect.esp
[X] Directors Chair - Fallout 3.esp
[X] Flora Overhaul.esp
[X] Max Level 99.esp
[X] HZSmoothLight - FO3.esp
[X] mantles_for_everyone.esp
[X] BaileysCrossingMetro.esp
[X] Apocalypse Armory.esp
[X] Apocalypse Armory - CRAFTing.esp
[X] Apocalypse Armory - CALIBR.esp
[X] Apocalypse Armory - xCALIBR.esp
[X] Apocalypse Armory - DLC Enhancements.esp
[X] Apocalypse Armory - Optional Historical Names.esp
[X] Fellout-pipboylight.esp
[X] 20th Century v5 ALIVE (Vendor).esp
[X] 20th Century v5 ALIVE (Containers).esp
[X] 20th Century v5 ALIVE (NPC_Settler).esp
[X] 20th Century v5 ALIVE (Vault 101).esp
[X] 20th Century v5 ALIVE (RivetCity).esp
[X] 20th Century v5 ALIVE (Raider).esp
[X] 20th Century v5 ALIVE (Slaver).esp
[X] 20th Century v5 ALIVE (Chinese Ghoul).esp
[X] 20th Century v5 ALIVE (SuperMutant).esp
[X] 20th Century v5 ALIVE (Talon_Regulator).esp
[X] 20th Century v5 ALIVE (Brotherhood_Outcast).esp
[X] 20th Century v5 ALIVE (TEST Container).esp
[X] xCALIBR_20CW_v5.12.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Anchorage.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 - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - More Gore.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] WMKAA12Shotgun.esp
[X] Apocalypse Armory + WMK.esp
[X] Mart's Mutant Mod - FWE Master Release.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] Enhanced Weather - REBOOT.esp
[X] RRWastelandPosters.esp
[X] RR Vanilla Companion Integration.esp
[X] RR Companion Vault 20thCW Supply.esp
[X] Companion Core DLC Addon.esp
[X] RobCo Certified v2 Version Updater.esp
[X] RobCo Certified v2 Zeta Addon.esp
[X] SeducedDLC03.esp
[X] SeducingWomen_patch_156.esp
[X] RobCo Certified v2 Omnipatch.esp
[X] RR Companions 250 Follow Distance.esp
[X] Sydney Follower - Load Order Fix.esp
[X] Bagged and Tagged.esp
Edited by ZpIIlz
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slightly amiss here

[X] ImaginatorFO3.esp
[X] MyDog - Globals (keep this active).esm
[X] MyDog.esm

[X] FO3 Wanderers Edition - Alternate Travel.esp <---that goes way down below

-------------------------

inspect those and see why they are not sorting correctly.

Edited by Purr4me
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[X] FO3 Wanderers Edition - Alternate Travel.esp <---that goes way down below

Quoting M48A5 here:

 

 

 

FWE-Alternate Travel has a header of .esm but an extension of .esp and should load between the last .esm and before your first .esp.
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