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Can see objects through other objects


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I started a new game with the mods in the list below, installed with NMM and then LOOT. I went outside to visit with Sunny, and while we were hunting Geckos, I could sometimes see through rocks and ground to whatever object (not whole landscapes) lie beyond it. In another separate thing, some faces appeared without a face and I could see their teeth (another player had a similar face problem and this is what it looked like for them and myself (http://imgur.com/a/fPKKi)

 

 

GameMode=FalloutNV

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
YUP - Base Game + All DLC.esm=1
NVInteriors_Core.esm=1
NVInteriors_ComboEdition.esm=1
More Perks.esm=1
More Perks for Dead Money.esm=1
More Perks for Honest Hearts.esm=1
More Traits.esm=1
More Perks for Old World Blues.esm=1
Project Nevada - Core.esm=1
More Perks for Companions.esm=1
FCOMaster.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
NevadaSkies.esm=1
SomeguySeries.esm=1
MikotoBeauty.esm=1
True Clouds NV.esm=1
Project Nevada - Extra Options.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
Vurt's WFO.esp=1
Uncut Wasteland.esp=1
NVInteriors Addon.esp=1
FCO - NPC Changes.esp=1
Uncut Extra Collection.esp=1
Project Nevada - Rebalance Complete.esp=1
JSawyer Ultimate.esp=1
EVE FNV - ALL DLC.esp=1
More Perks Update.esp=1
More Perks for Companions Update.esp=1
More Perks for Dead Money Update.esp=1
More Perks for Old World Blues Update.esp=1
PerkEveryLevel.esp=1
FCO - GlowingOne.esp=1
FCO - OHSB NPC Edits.esp=1
FCO - Race Addon.esp=1
F4Quickloot.esp=1
TheInheritance.esp=1
Uncut Skeletons.esp=1
NewVegasBountiesIII.esp=1
Russell.esp=1
Badmothaf*#@a.esp=1
lexx_brahmin-variant.esp=1
NewVegasBounties.esp=1
NewVegasBountiesII.esp=1
More Traits Update.esp=1
More Perks for Honest Hearts Update.esp=1
NewVegasKiller.esp=1
TheBetterAngels.esp=1
Uncut Greenhouses.esp=1
KingOfTheRing.esp=1
FCO - Russell.esp=1
MikotoBeauty.esp=1
Uncut Bison Steve Trees.esp=1
CAGE 1.9.3.2.esp=1
dD - Enhanced Blood Main NV.esp=1
The Mod Configuration Menu.esp=1
Saints & Sinners.esp=1
Sit Anywhere.esp=1
NVInteriors_Rewritten.esp=1
Reload Sounds.esp=1
Project Nevada - Cyberware Additions.esp=1
JSawyer Ultimate - Project Nevada Link.esp=1
Project Nevada - Dead Money.esp=1
Project Nevada - Honest Hearts.esp=1
Project Nevada - Old World Blues.esp=1
Project Nevada - Lonesome Road.esp=1
Project Nevada - Gun Runners' Arsenal.esp=1
Project Nevada - EVE All DLC.esp=1
NVInteriors - Project Nevada Patch.esp=1

NevadaSkies - Ultimate DLC Edition.esp=1

 

 

 

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Are you using ENB? If so, please read this entry in the "Fallout NV Mod Conflict Troubleshooting" guide. You might want to look over the other ENB related issues around that entry as well.

 

Your "load order" appears off to me. And you are definitely needing a "bashed patch" or "merge patch" file. Please read at least the "First Timer Advice" and "Merge Patch File" sub-topics in the "FNV General Mod Use Advice" article.

 

That "face problem" image looks familiar. I think we worked on it a while back, but I can't recall the specific thread. Do you recall where you found it? That thread should have additional advice.

 

-Dubious-

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Discovered last night that it was indeed ENB remnants from my prior playing experience a year ago. Once I removed it, objects no longer appeared through other objects, and more importantly, I didn't see the front of my face while looking at the back!

 

As for your suggestion about merged/bash patches, I'm not sure what I'd be doing. My game never had troubles or crashes or even weird glitches until the one I mentioned. Do you feel my game may puke its guts because of some truly conflicting mods, or worse, I installed a mod that no longer works because another mod totally overwrites it?

 

I do have a cooler sand texture than the NMC provided, but it was clear in the NMM that it was overwriting that during installation. Also, one can only trust LOOT so far before realizing there's a more proper order!

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I believe if you will read the "Merge Patch File" sub-topic in the linked article, it will answer your question in that regard. If it doesn't, ask and I will be happy to try to improve it's clarity. It is entirely possible to use "Wrye Flash" solely for it's "Bashed Patch" ability, though it can do so much more.

 

As to LOOT only "going so far": agree 100%. However, that does not negate it's usefulness in getting an initial positioning based upon record type and file dependency information in the file header inter-relationships, before you "fine-tune" the result. And the LOOT "metadata" feature let's you do that "fine tuning".

 

The thing about "texture replacers" is that it is the "install order" which is significant, not the "load order". Textures files are either "added" by an ESM/ESP plugin or they replace vanilla files with the same file names. If you use more than one texture "replacer", only the last one installed will remain after replacing any earlier versions of the same file. If you want your "cooler sand texture", then you have to install it after NMC. One of the problems I personally have with NMM (and MO and similar managers that use "virtual file pointers") is that they blur the line between "install order" and "load order" when changing the LO. They probably have ways of dealing with it, but as I don't use them I couldn't tell you what they are. But I'm also sure it's a matter of what you have gotten used to as well.

 

-Dubious-

Edited by dubiousintent
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