NeonChrome Posted July 7, 2017 Share Posted July 7, 2017 I'm having a bug where if I save/exit with a modded weapon equipped, drawn or holstered, it loads back with an un-modded duplicate in place of the other; the original, modded weapon is still there 'cos I can switch back to it using hotkeys or the inventory but I end up with a duplicate anyway - which I guess it's a bug :smile:On further inspection, it happens even with modded, unequipped weapons in the inventory, a "vanilla" version is generated upon loading.My mods/order is: FalloutNV.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmYUP - Base Game + All DLC.esmWMVM.esmYUP - NPC Fixes (Base Game + All DLC).espUnofficial Patch Plus.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espClarity.espBetter Game Performance.espNVCE Main.espNVCE Main - Companions.espNVCE DLC01.espNVCE DLC02.espNVCE DLC03.espNVCE DLC04.espvssglovefix.espMojave Arsenal.espupdatedWearGlassesandMasks.espKillingKarmaFix.espGauss Rifle Fix v0.9b.espDonationFix.espFMGI Sound Fix.espWeAllGoTogether.esphz_1 by 1 Reload Fix.espCC Perk Fix - ALL DLC + GRA.espCC Perk Fix - Certified Tech Fix.espNVDLC04 Allegiance w Duster.espTWO BEARS HIGHFIVING.espImplantGRX-NVSEHotkey.espoutsidebets.espUncut Wasteland.espWeaponsDisplayFixes.espLeatherBackpack - eng.espOldWorldBlues - Light Stealth Suit MKII.espRanger Armor Fix.espRiot Armor Fixes.espDesert Ranger Armor Fix.espOldWorldBlues - Improved Transportalponder.espConvenient Fast Travel Markers.espJSawyer Ultimate.espJSawyer Ultimate - Mojave Arsenal Patch.espWeaponModsExpanded.espWMX-DLCMerged.espWMX-POPMerged.espYUP - WMX.espGaussRifleVATSfix-WMXmerged-1.0.espMerged Patch.esp (<- created with FNVEdit) Any thoughts? Thanks in advance. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted July 7, 2017 Share Posted July 7, 2017 (edited) Starting with the obvious: DLC & packs should in the order they have been published.FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esm Shouldn't the Weapon Mod Menu go down, after the different weapon mods you have to be of any use/efficiency?(same for MCM) Edited July 7, 2017 by Guest Link to comment Share on other sites More sharing options...
dubiousintent Posted July 7, 2017 Share Posted July 7, 2017 What pixelhate said. Also, please see the 'Towards Game Stability' section of the wiki "FNV General Mod Use Advice" article. Some of your "performance" mods are not advised to be used with YUP (which is the better overall fix). When you get duplicate items, it usually is because you have added a duplicate record (usually unintentionally). My first suspect would be you failed to "merge up" correctly when creating your FNVEdit "merged patch" file. Try either the Wrye Flash "Bashed Patch" or "Mator Smash" approach first. See the "Merge Patch File" section of the "General Advice" article. Note you will have to start over to get rid of the duplicates, now that they are embedded in your save game file. -Dubious- Link to comment Share on other sites More sharing options...
NeonChrome Posted July 8, 2017 Author Share Posted July 8, 2017 Ok thank you :) I'll try with the article since I've reinstalled FNV and it's as vanilla as it comes (at least I got the bug 30 mins into Goodsprings so it's no big loss). Link to comment Share on other sites More sharing options...
Recommended Posts