pwnageking Posted May 22, 2017 Share Posted May 22, 2017 (edited) 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.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmTribalPack.esmMercenaryPack.esmClassicPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmFOOK - New Vegas.esmFOOK - New Vegas DLCs.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Extra Options.esmWeapon Mod Expansion.esmWME - GRA.esmWME - DLCs.esmNevadaSkies.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espMission Mojave - Ultimate Edition.espYUP - NPC Fixes (Base Game + All DLC).espThe Mod Configuration Menu.espMission Mojave - Ultimate Edition Plus.espCASM with MCM.espDisable Save Hotkey.espNoBlurMenus2.espDistant Gunfire Sound Fix.espMachienzo-RadioNewVegasFixv11.espGrimyBusinesswearFix.espnoautoaim.espFOOK - New Vegas.espFOOK - New Vegas DLCs.espProject Nevada - Cyberware Additions.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espFOOK-PN Convergence.espMMUE-CP-Convergence.espWME - GRA - Complete.espWeaponModsExpanded.espWMX-DLCMerged.espWeapon Mod Expansion.espProject Nevada - WME.espEVE FNV - ALL DLC.espFOOK-PN-WME-WMX-EVE Convergence.espGBMM - Gun Behavior Mod Merge.espNevadaSkies - Ultimate DLC Edition.esp Any ideas what might be causing this and how I can fix it? Edited May 22, 2017 by pwnageking Link to comment Share on other sites More sharing options...
dubiousintent Posted May 22, 2017 Share Posted May 22, 2017 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- Link to comment Share on other sites More sharing options...
pwnageking Posted May 22, 2017 Author Share Posted May 22, 2017 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? Link to comment Share on other sites More sharing options...
dubiousintent Posted May 22, 2017 Share Posted May 22, 2017 (edited) 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 May 22, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
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