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Implant GRX Not Refilling - Dead Money Only


Frozenwolf150

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I'm having the same issue as this poster:

https://forums.nexusmods.com/index.php?/topic/4740580-implant-grx-rank-2-not-refilling/

 

However, in my particular case, the implant only stopped refilling when I started Dead Money. It was working fine up to that point, but once I got to the DLC and used up all 10 shots, that was it. I tried resting for 24 hours but nothing happened. I'm not as familiar with the scripts as the previous poster, so I'm not sure how I'd even begin to look for the cause.

 

Current load order is this:

 

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
AWorldOfPain(Preview).esm=1
AWOPDeadMoney.esm=1
WMVM.esm=1
Momod.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=0
The Mod Configuration Menu.esp=1
The Weapon Mod Menu.esp=1
New Vegas Extended Crafting.esp=1
MojaveExtended100.esp=1
MBOWBExtended100.esp=1
SkippableDLCIntros.esp=0
WeaponModsExpanded.esp=1
WMX-DLCMerged.esp=1
AWOPDeadMoneyVendorPatch.esp=1
hunter.esp=1
MoMod-NightSpawn.esp=0
MoMod-MCMMenu.esp=0
MoMod-Terminators.esp=0
MoMod-Aliens.esp=0
AWOP-WMX.esp=0
WMX-POPMerged.esp=1
Max Level 255.esp=1
LFox Sink Bug Fixes.esp=1
AWOP Interim Fixes.esp=1
AWOP-MoMod.esp=0
holdout weapons list.esp=0
Bashed Patch, 0.esp=1

 

 

The disabled mods were switched off per the recommendation by Wrye Flash when I created the bashed patch. They were supposed to have been merged into the patch, and their functionality still seems to be there. I don't know what exactly would interfere with the Implant GRX script. I can't find any conflicts using FNVEdit either, though I could have missed something.

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When Wrye Flash completely merges a plugin into it's "bashed patch" file, it should "ghost" the plugins instead of merely "deactivating" them. In order to do that, you first need to enable the "ghosting" option by right-clicking on the "Mods" tab column header, and then run the "Mark Mergeables" option before the "Build Patch" option. Please see the wiki "Bashed Patch file with Marked Mergeables" article.

 

Never heard back from the original poster in the thread you referenced, so I have no further advice to offer. Others have reported using the "GRX implant" in DM, so it has to be a mod conflict. Unfortunately, you can't always tell that scripts conflict in FNVEdit if they aren't direct replacements for each other. They can also conflict by changing effects or global variables. AWOP is an obvious suspect, but I did not find any reports of a conflict between it and the "GRX implant".

 

Looks like you are down to "mod isolation". But first I would recheck the sort of your load order with LOOT. I would have expected "WMX-POPMerged" to appear before "AWOP-WMX" for one thing.

 

-Dubious-

Edited by dubiousintent
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I finished up Dead Money and returned to the Mojave, went home, and rested for 24 hours. The Implant GRX finally refilled. This would lead me to believe it was a problem with Dead Money, although I did also make the changes you suggested prior to finishing Dead Money.

 

AWOP-Dead Money is the only mod I can think of that affects Dead Money. Unless it has something to do with one of the Bashed Patch tweaks, like making all armor playable. I had a suspicion that this might have caused Dead Money to remove an item associated with Implant GRX that it thought was wearable armor; however this doesn't make any sense because the Pip-Boy glove and other non-droppable items were not removed.

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