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Missing left arm texture with Adam Reborn and Pipboy 2500


skullsridge

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Greetings all (again). My apologies, but I've run into another problem separate from my last issue. It appears that the Adam Reborn retexture mod has a problem with my Pipboy 2500 mod (AKA the "A Familiar Friend" mod), in which the ranger armor's left arm is completely invisible from elbow to wrist. What's puzzling is that looking at FNVedit now, it doesn't show any conflicts between the two mods whatsoever. I can only assume that Adam reborn was textured in such a specific way that it doesn't take into account Pipboy mods such as Familiar Friend and Readius, and thus the space where the Pipboy normally would be is missing as a result. For the record, I have both Project Nevada and Adam Reborn simultaneously, but the latter mod comes with modular patches, so there should be no incompatibility issues as specific as the one I'm running into now. I also just got the idea to reinstall the Pipboy 2500 mod to see if that solves the problem, but I'd like to convene with the forums first before trying anything.

 

I come to you now, oh wise ones of the Divine Nexus, to advise me in my time of need. Is there a fix for the texturing issue for the ranger armor so that it would be compatible with the Pipboy 2500, either through GECK or simply through changing the load order, or would it be worth uninstalling the Adam Reborn mod entirely through the Nexus mod manager, and if I were to uninstall said mod, can I expect any errors to plague me would I to return to my current save game?

 

As per protocol, my load order:

 

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
10 a NVInteriors_Core.esm
11 b oHUD.esm
12 c SolidProject.esm
13 d FCOMaster.esm
14 e Interior Lighting Overhaul - Core.esm
15 f NVInteriors_ComboEdition.esm
16 10 NVWillow.esp
17 11 Project Nevada - Core.esm
18 12 Project Nevada - Equipment.esm
19 13 Project Nevada - Rebalance.esp
20 14 Project Nevada - Cyberware.esp
21 15 NevadaSkies.esm
22 16 Interior Lighting Overhaul - L38PS.esm
23 17 The Mod Configuration Menu.esp
24 18 EVE FNV - ALL DLC.esp
25 19 FOVSlider.esp
26 1a Real Recoil.esp
27 1b FCO - NPC Changes.esp
28 1c WeaponModsExpanded.esp
29 1d All Weapon Sounds Overhaul .esp
30 1e WMX-DLCMerged.esp
31 1f WMX-EVE-AllDLCMerged.esp
32 20 1nivVSLArmors.esp
33 21 boa ncrpahelmet.esp
34 22 Boacombat2glove.esp
35 23 pipboy2500_edisleado.esp
36 24 PerkEveryLevel.esp
37 25 DarNifiedUINV.esp
38 26 FCO - OHSB NPC Edits.esp
39 27 dD - Enhanced Blood Main NV.esp
40 28 CASM.esp
41 29 NevadaSkies - Brighter Nights.esp
42 2a ELECTRO-CITY - Imaginator.esp
43 2b The Weapon Mod Menu.esp
44 2c Project Nevada - WMX.esp
45 2d WMX-POPMerged.esp
46 2e GRA-WRP-Patch-Two_Unofficial.esp
47 2f Project Nevada - Dead Money.esp
48 30 Project Nevada - Honest Hearts.esp
49 31 Project Nevada - Old World Blues.esp
50 32 Project Nevada - Gun Runners' Arsenal.esp
51 33 Project Nevada - EVE All DLC.esp
52 34 FCO - Willow.esp
53 35 NoDegrade.esp
54 36 ADAM - Trooper Gloves.esp
55 37 ADAM Complete.esp
56 38 ADAM - MERGE.esp
57 39 CAGE 1.9.3.2.esp
58 3a Project Nevada - Lonesome Road.esp
59 3b B42Inertia.esp
60 3c Asurah_reanimation.esp
61 3d Laser Pistol Fix.esp
62 3e AK74.esp
63 3f hz_Automatic Weapons Fix.esp
64 40 hz_1 by 1 Reload Fix.esp
65 41 WMX-ArenovalisTextures.esp
66 42 Interior Lighting Overhaul - Ultimate Edition.esp
67 43 ILO - GS Shack.esp
68 44 ILO - NVInteriors Project.esp
69 45 Vurt's WFO.esp
70 46 NevadaSkies - Ultimate DLC Edition.esp
71 47 MergedPatch15.esp
Thank you for your time, ladies and gentlemen. I look forward to your wisdom.
Edited by skullsridge
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A "mesh/texture" conflict isn't going to show up in FNVEdit, because it is not a "record level" conflict. (They are always complete file replacements; so they can't "conflict" with anything.)

 

First of all make sure you toggle "ArchiveInvalidation" off-an-on again whenever you encounter a problem with something not appearing correctly. That resolves a lot of image issues and is always worth trying. Please see 'ArchiveInvalidation (by Manager)' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide if you don't know where this is in your "mod manager".

 

I believe what you have is the "A Familiar Friend" plugin using a "new" mesh or texture filename or path, instead of replacing the vanilla file in the same path. The "Adam" mod is most likely looking to the vanilla file, and not finding it. Or something similar.

 

See the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is:
* Open the NIF file in NifSkope.
* Click on the part you want the texture for; it will highlight it in the Block list.
* Expand it and highlight BSShaderPPLightingProperty. Expand that.
* Highlight BSShaderTextureSet.
* In Block Details you will see textures (DDS files). Expand it.
* There you will see the paths to the textures used by that mesh.
You will need to interpret this a bit, as it is not specifically addressing your problem. But it has everything you need to know to diagnose the problem.

 

-Dubious-

 

 

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You were right, Archiveinvalidation just needed to be toggled. The armor's left arm has returned to it's proper glory. Thank you Dubious for your wisdom. That'll teach me not to jump to conclusions. At least now I have NifSkope downloaded for use against mod incompatibilities that cannot be resolved so easily in the future. Have a good night Dubious, and again, my apologies for posting two separate topics within 24 hours. I'll try to keep my reports to a minimum from here on.

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Glad it was that easily solved.

 

Don't worry about posting more than once in 24 hours. A new post resets the the forum topic flag to indicate a "new response". Editing an earlier post doesn't, so it runs the risk of not getting spotted. But sometimes that is fine if you are posting during "off hours" for most forum users. I just happen to be one of the few who are active late at night/early morning USA time.

 

-Dubious-

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