FGJDirtyHarry Posted August 8, 2016 Share Posted August 8, 2016 (edited) So I've had this issue for a long time and I can't figure out what causes it. I went through FNV edit, but all of the mods I have don't even touch Implant GRX or the NVDLC03GenericPerkQuest script that GRX uses to determine when to refill. I created a merge patch but right now it's disabled because I had reinstall UI mods to fix the black text during VATS (that issue is fixed now). I also used LOOT to fix my load order. The weird issue is that with rank 1, grx does refill, although I don't see the message that I normally see when GRX refills. My current load order is: GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1FCOMaster.esm=1SomeguySeries.esm=1AWorldOfPain(Preview).esm=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1Vurt's WFO.esp=1NewVegasBounties.esp=1Clanf_NoWeaponsRemove.esp=1WeAllGoTogether.esp=1NewVegasExtendedMapMarkers.esp=1TronSuit.esp=1NEVECbodysuit.esp=1EVE FNV - ALL DLC.esp=1christinecos.esp=1Brotherhood and House Alliance.esp=1CGCaucasianM007.esp=1FCO - Russell.esp=0Geonoxhardenedarmor.esp=1Faster Terminals.esp=1LFox Missing Ammo Recipes GRA DLC.esp=1LFox Missing Ammo Recipes HH DLC.esp=1LFox Missing Ammo Recipes.esp=1AsukaArmorMkiV.esp=1FCO - NPC Changes.esp=1FCO - OHSB NPC Edits.esp=1JIP Improved Recipe Menu.esp=1Reload Sounds.esp=1OWB - Skill Book Recipes.esp=1ContrerasMapMarker.esp=1MGS4Test.esp=1AUG6MERGED.esp=0Project Nevada - Dead Money.esp=1Project Nevada - Gun Runners' Arsenal.esp=1Project Nevada - Honest Hearts.esp=1Project Nevada - Lonesome Road.esp=1Project Nevada - Old World Blues (No Cyberware).esp=1DarNifiedUINV.esp=1The Mod Configuration Menu.esp=1Stimpak Counter.esp=1FOVSlider.esp=1Enhanced Item Info.esp=1BLIND.esp=1Project Nevada - Old World Blues.esp=0Project Nevada - Dead Money (Rebalance).esp=0Project Nevada - Gun Runners' Arsenal (Rebalance).esp=0FNV Realistic Wasteland Lighting - Full.esp=1 The only thing I could find through google was that the issue could be potentially caused by project nevada's implants, but I don't have that installed. Edited August 8, 2016 by FGJDirtyHarry Link to comment Share on other sites More sharing options...
dubiousintent Posted August 8, 2016 Share Posted August 8, 2016 You didn't mention NVSE. You need that with PN. If it is installed, check the log file in the game root folder. -Dubious- Link to comment Share on other sites More sharing options...
FGJDirtyHarry Posted August 8, 2016 Author Share Posted August 8, 2016 You didn't mention NVSE. You need that with PN. If it is installed, check the log file in the game root folder. -Dubious-I do have NVSE installed, even checked with getNVSEversion which gave me version 5. I checked the nvse.log text file and all it shows is register commands (which I assume are the extra scripts that NVSE provdes) and what I guess are plugin location pointers. Is there something I should be looking for specifically in nvse.log? Should I post the contents of it? Link to comment Share on other sites More sharing options...
dubiousintent Posted August 9, 2016 Share Posted August 9, 2016 (edited) That sounds like a norma NVSEl log. In which case, it is not an NVSE problem. Which means it IS a mod conflict. PN is the most likely suspect, but that doesn't mean another isn't unexpectedly touching it. You've made an excellent start looking with FNVEdit for mods touching on the implant itself and the script. I would suggest rebuilding your merge patch, and then checking it with FNVEdit for conflicts. (You need to do this anyway when you change the LO.) Are you building the merge patch manually, or using Wrye Flash's "bashed patch"? A "bashed patch" might pick up something you overlooked in a manual merged patch. Otherwise, you are going to have to use "mod isolation" to pin down the conflict. That process is described here if you are not familiar with it. -Dubious- Edited August 9, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
FGJDirtyHarry Posted August 9, 2016 Author Share Posted August 9, 2016 I disabled all mods (unchecked them in NMM) started new character then used player.rewardxp to get to level 30 to test. Again GRX respawned at rank 1, but not at rank 2. Is there someway that during installation of a mod it edited OWB's scripts without FNV Edit seeing it? Because at this point it really looks like the mods are not causing it. Something in the script must be wrong. Can you post what your NVDLC03GenericPerkQuestSCRIPT looks like? The only see that could be wrong is that the scripts for gamemode and menumode are not the same. ;this is for gamemode If ( Player.HasPerk NVDLC03ImplantGRXPerk == 1 ) Set nCurrentDay to GameDaysPassed; If ( nCurrentDay - nLastDay >= 1 ) If ( NVDLC03GenericPerkQUEST.nImplantGRXRank == 1 ) Player.RemoveItem NVDLC03ImplantGRX 5 1 Player.AddItem NVDLC03ImplantGRX 5 Set nLastDay to GameDaysPassed; Elseif ( NVDLC03GenericPerkQUEST.nImplantGRXRank == 2 ) Player.RemoveItem NVDLC03ImplantGRX 10 1 Player.AddItem NVDLC03ImplantGRX 10 Set nLastDay to GameDaysPassed; Endif Endif Endif ;this is for menumode If ( Player.HasPerk NVDLC03ImplantGRXPerk == 1 ) Set nCurrentDay to GameDaysPassed; If ( nCurrentDay - nLastDay >= 1 ) If ( NVDLC03GenericPerkQUEST.nImplantGRXRank == 1 ) Player.RemoveItem NVDLC03ImplantGRX 5 1 Player.AddItem NVDLC03ImplantGRX 5 1 Set nLastDay to GameDaysPassed; Elseif ( NVDLC03GenericPerkQUEST.nImplantGRXRank == 2 ) Player.RemoveItem NVDLC03ImplantGRX 10 1 Player.AddItem NVDLC03ImplantGRX 10 1 Set nLastDay to GameDaysPassed; Endif Endif Endif During player.additem game mode doesn't have the 1 at the end, but rank 1 still works so that shouldn't be the issue. My guess is that either ( Player.HasPerk NVDLC03ImplantGRXPerk == 1 ) is the issue (maybe I should set to >=1?), or that the variables keeping track of time start working incorrectly once I get rank 2. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 10, 2016 Share Posted August 10, 2016 (edited) When you install a mod you can't always tell exactly what files it might replace unless you look at the archive file in depth. If it replaced a "vanilla" file, that wouldn't show up in FNVEdit because it is not a conflict: it's a complete file replacement. This happens with meshes, textures, sound files, animation replacers, XML files (menus) etc. all the time. Script replacement is possible as well, but would be in the mod ESM/ESP and I would expect to show up in FNVEdit. In general I would not expect "gamemode" and "menumode" scripts to be the same. They run at different times and normally served different if related purposes. The second parameter on the ".additem" function simply controls whether the "item added" message is displayed or hidden. See [GECK AddItem function]. Where is "NVDLC03GenericPerkQUEST.nImplantGRXRank" getting set to "Rank 2"? If that condition is not being met, you won't get your refill. You might want to put a debug message there so you know you are getting past the condition. I'm not at home at the moment and won't be able to check my copies of the game files until Friday at the earliest. Hopefully some else will be able to help sooner. -Dubious- Edited August 10, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
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