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.357 revolver and Lucky texture problem


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I've installed millenia's retexture, wmx and patch for these mods and after i equip .357 revolver texture looks broken and after i mod Lucky with hd drum it's texture brokes too i've tried instaling millenia's standalone .357 revolver retexture but then i can't mod lucky please help i can post LO if this helps

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Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures. Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files (such as an ESM or BSA file), or they aren't in the correct location.

In the case of (for example) "Weapon Retexture Project" (WRP), the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized, folder names such as "Textures" or "Meshes", or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those two folders into the game "Data" folder.

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from. (Many author's act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt").)

For problems that persist after trying those solutions, Please see 'Solutions to Graphics problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

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  • 1 year later...

got the same problem with lucky and the medicine stick, (likely others but i havent checked since i dont have em all yet with my new save lol) where its as though the texture hasn't been placed right and isnt the right texture in general at the same time, i gave that archive validation toggle thing a try and nothing happened.

 

not experienced with tweaking data folders or any gamebryo engine specific files (ini, esp etc etc idk how else to generalise em) so i never bother with it.

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The usual reasons why a texture is not found and ends up displaying as a solid color such as black (other than failing to toggle AI) are:

1. It was packaged in such a way in the archive that when it was unpacked into the "Data" folder it got placed where the engine isn't looking for it. You can manually drag the folders to the correct locations, or repackage the archive to avoid that problem against the next time you need to install it.

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized; with folder names such as "Textures" or "Meshes" (etc.), or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file. Sometimes it's "Data" so you end up with "Data\Data" which is also unexpected.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those folders into the game "Data" folder.

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from, and place them all in a "Docs" folder for easy access, but it's not a requirement. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt"), so consequently only the last installed exists.)

2. The texture path embedded in the NIF mesh file is not valid as your game is not installed in the same path as the mod creator. This is the fault of the mod creator, but something you can fix yourself. Please 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.)

3. The "garments" (clothing and armor, etc,) are not using the same "UV Map" (AKA "texture coordinates") as the body replacement. If the texture coordinates are not compatible with the underlying "body type", the UV Map can throw off the engine. Your problem might be due to an update to the body replacer rendering it incompatible with the "garment" from the mod used.

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway. The absence of an overall "Merge Patch" file can cause the appearance of the "wrong textures" being applied.

Re: "i never bother with it." I understand and sympathize with the sentiment. It feels like embarking upon another career. But the undeniable facts are if you are not satisfied with the basic "vanilla" game as published (and it has bugs that some mods were created to fix), then you HAVE to learn about tweaking the INI files and how mods interact with each other. A game is created by a whole bunch of people who specialized in various aspects. No one person on the development team knew "everything". Fortunately, neither they nor you have to know "everything"; only enough about specific things. (And once you understand the basics, they generally continue to apply to other games.) Unfortunately for mod creators, they can't just call over to the development expert on another aspect of the game for advice. They don't even (for the most part) work with others. So mods have more room for "unintended interaction" (aka "conflict") problems to crop up. The good news with an older game like FNV is that most of the problems have been encountered before (and for FNV, documented).

 

I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so. It is desgined for someone who has never played a modded PC game before, so it tries to avoid making any assumptions.

-Dubious-

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