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Unable to reload weapon


pwnageking

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Seemingly at random, some of my weapons will become unreloadable. The first instance it happened with two of my guns, they were unloaded but showed I had ammo, yet I could not reload them by pressing 'R'. I fixed this the first time by dropping them then picking them up, after that I could reload. The second time I loaded a save and one of my rifles (that was loaded at the time of the save) showed '0/14' ammo and could not be reloaded. I tried dropping/picking it up several times but I still cannot reload.

 

Here is my mod list/load order:

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
TribalPack.esm
MercenaryPack.esm
ClassicPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
FOOK - New Vegas.esm
FOOK - New Vegas DLCs.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Weapon Mod Expansion.esm
WME - GRA.esm
WME - DLCs.esm
NevadaSkies.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Mission Mojave - Ultimate Edition.esp
YUP - NPC Fixes (Base Game + All DLC).esp
The Mod Configuration Menu.esp
Mission Mojave - Ultimate Edition Plus.esp
CASM with MCM.esp
Disable Save Hotkey.esp
NoBlurMenus2.esp
Distant Gunfire Sound Fix.esp
Machienzo-RadioNewVegasFixv11.esp
GrimyBusinesswearFix.esp
noautoaim.esp
FOOK - New Vegas.esp
FOOK - New Vegas DLCs.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
FOOK-PN Convergence.esp
MMUE-CP-Convergence.esp
WME - GRA - Complete.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
GBMM - Gun Behavior Mod Merge.esp
NevadaSkies - Ultimate DLC Edition.esp

 

 

Any ideas what might be causing this and how I can fix it?

Edited by pwnageking
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MMUE and YUP are not recommended for use together. Please see the 'Towards Game Stability' section of the wiki "FNV General Mod Use Advice" article. Also, see the 'Merge Patch File' section about resolving record level conflicts.

 

Finally, make sure you have the correct ammo for the weapon in question in the "Ammo" tab of the Pipboy. If you have expended all of the ammo type the weapon was previously loaded with, it will not automatically switch to another type even of the same caliber. That is, if you were using "incendiary rounds" but exhausted your supply, it will not automatically switch over to "armor piercing" or "standard" rounds. You have to switch ammo types manually. If you suddenly don't have the ammo upon loading a save game file, then most likely you are missing content that was previously included (i.e. dropped a mod).

 

-Dubious-

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Thank you, I disabled YUP and I was then able to reload. Hopefully disabling YUP in my current save won't cause any problems, although if I understand correctly I can make a merge patch so that YUP and MMUE work together without issues?

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It is my understanding from those who have looked at the internals of both YUP and MMUE that they conflict in mutually opposite solutions to some issues. So they cannot easily be reconciled, such as with an automated merge patch file. You would have to manually create a merge choosing which solution to implement for each change (including figuring out which impact other solutions).

 

Personally, I decided in favor of YUP as it's still being updated, while MMUE has not been for a while. Additionally, MMUE incorporates a number of other "mods" which could be merged separately from the "bug fixes" with their updated versions. (This is the problem with any "collection" mods in general. They get outdated quickly and the effort is more than the authors are willing to put into keeping them current.) I prefer to keep my "fix merges" separate from my "mod merges". But the choice is up to you.

 

FYI: YUP itself does not cause the reload problem. It is undoubtedly one of the conflicts between the two mods.

 

-Dubious-

Edited by dubiousintent
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