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Fallout New Vegas Mods Going Crazy


RobinHood2005

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Title says it all. My load order from LOOT is the following:

 

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 SolidProject.esm
11 b Interior Lighting Overhaul - Core.esm
12 c AWorldOfPain(Preview).esm
13 d NVStripOpen.esm
14 e AWOPDeadMoney.esm
15 f Project Nevada - Core.esm
16 10 Project Nevada - Equipment.esm
17 11 Weapons.of.the.New.Millenia.esm
18 12 Project Nevada - Rebalance.esp
19 13 Project Nevada - Cyberware.esp
20 14 NevadaSkies.esm
21 15 More Perks.esm
22 16 Interior Lighting Overhaul - L38PS.esm
23 17 EVE FNV - ALL DLC.esp
24 18 Vurt's WFO.esp
25 19 WeaponModsExpanded.esp
26 1a WMX-DLCMerged.esp
27 1b WMX-ArenovalisTextures.esp
28 1c WMX-EVE-AllDLCMerged.esp
29 1d The Weapon Mod Menu.esp
30 1e The Mod Configuration Menu.esp
31 1f 1nivVSLArmors.esp
32 20 1nivPNSLPatch.esp
33 21 Sit Anywhere.esp
34 22 Real Recoil.esp
35 23 Boacombat2glove.esp
36 24 boa ncrpahelmet.esp
37 25 More Perks Update.esp
38 26 StripOpenMain.esp
39 27 FNV Realistic Wasteland Lighting - All DLC.esp
40 28 AWOPDeadMoneyVendorPatch.esp
41 29 ADAM Complete.esp
42 2a ADAM - MERGE.esp
43 2b MojaveSandyDesert.esp
44 2c AWOP Interim Fixes.esp
45 2d ADAM - Trooper Gloves.esp
46 2e B42Inertia.esp
47 2f NukaCola-Ojo.esp
48 30 CAGE 1.9.3.2.esp
49 31 FOVSlider.esp
50 32 ILO - Nevada Skies Patch.esp
51 33 AWOP-WMX-EVE AllDLCMerged.esp
52 34 WMX-ModernWeapons.esp
53 35 DK Caucasians.esp
54 36 dD - Enhanced Blood Main NV.esp
55 37 Interior Lighting Overhaul - Ultimate Edition.esp
56 38 ILO - A World of Pain.esp
57 39 NevadaSkies - Ultimate DLC Edition.esp
As well as the mods mentioned above, I have all of NMC's Large Texture Pack files, Ojo Bueno Ultra, Weapons Retexture Project and HiRes Wasteland Clothing, to name a few.
The problem lies with the amount of glitches that I experience, which include:
-Transparent/missing textures
-Missing Pip Boy
-Graphical bugs when entering water
-Mod textures not being applied to the actual game
-Seems in various meshes/floors
I verified the game's files, reinstalled all of my mods (turning archive invalidation on and off after each install) and tweaked the FalloutDefault.ini file, mainly to improved LOD and water quality, as well as to remove graphical bugs.
What's even stranger is that doing step 2 worked pretty much every time before, and still technically works, with the exception of it being as consistent as diarrhoea and not fixing transparent textures/missing Pip Boy.
Note 1: I had the Pip Boy Readius mod installed. Uninstalling it did not help; Pip Boy is still missing.
Note 2: I have only ever experienced missing textures in the House Resort near Camp Golf.
Note 3: I also use the Realistic Shaders ENB.
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You make no mention of having the game patched to utilize 4GB. Was this an oversight, or do you not have the game using 4GB?

 

Changing the default .ini file does nothing to improve game performance. As a matter of fact, you should never change anything in the default .ini. The only .ini that should be changed is the .ini file in documents/My Games.

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All those Hi-Res texture mods on an old Game Engine isn't good for one.

 

Also, I make sure to read the comment sections of the mods I download, and one thing that prevented me from using the "Open Strip" mod, due to all the comments from people having crashes and major problems with it installed.

 

I can also tell you from personal experience, if you didn't extract and remake the zip file for Weapons of the new millennia, it's not installed correctly.

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You make no mention of having the game patched to utilize 4GB. Was this an oversight, or do you not have the game using 4GB?

 

Changing the default .ini file does nothing to improve game performance. As a matter of fact, you should never change anything in the default .ini. The only .ini that should be changed is the .ini file in documents/My Games.

I apologise. I neglected to mention that I have the game patched to 4GB.

Speaking of the .ini, which one would that be? FalloutPrefs or simply Fallout.ini?

By the way, I have this tool called the Fallout Configator which I used to modify the .ini file in the base game directory.

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All those Hi-Res texture mods on an old Game Engine isn't good for one.

 

Also, I make sure to read the comment sections of the mods I download, and one thing that prevented me from using the "Open Strip" mod, due to all the comments from people having crashes and major problems with it installed.

 

I can also tell you from personal experience, if you didn't extract and remake the zip file for Weapons of the new millennia, it's not installed correctly.

Extract and re-make the zip file? How do you mean?

Also, I really don't to give up any of my texture mods, as uninstalling them does not fix the issue above and makes the game look plain ugly (sorry to insult a classic, but it's true, at least by my standards).

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You don't mention if you are using a "post-processor" such as ENB or SweetFX. Such often cause the "glitches" you mention. If so, please see the 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

"Texture packs" don't usually show up in the "load order". (They are replacing vanilla assets; thus they overwrite existing files.) And the issue with them is what size/resolution of the images you are using. Larger/"hi-rez" textures require more pixels, and larger screen display monitors multiply that requirement in a non-linear way. While your hardware may technically be able to handle it, the game was published in late 2010, designed for Windows Vista with maximum screen displays of 1920x1080, with default image sizes of 512x512 pixels. The game engine texture cache tends to be the bottleneck: "leaking memory" and causing "stutter". Please see the wiki "Display resolution versus Image Size" article.

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. This "ArchiveInvalidation" mechanism is incorporated in all the currently used mod managers, so there is no need to (and problems arise if you do) install older mods to provide that capability. 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 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").)

If you add any VWD/LOD textures (such as NMC or Ojo Bueno), please see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide regarding the need to run both TES4LL and FNVLODGen. Also recommend you read the 'LOD/VWD Texture Packs' section of the wiki "FNV General Mod Use Advice" article first.

-Dubious-

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No, the water isn't supposed to be that transparent. Makes me even more strongly suspect ENB or similar is involved.

 

Re: the INI files in the "Users" folder. Any changes you make to one should be made to both if the same setting is present. The interactions between them are not well known, but differences between them ARE known to cause problems.

 

If you "verify local files", Steam will always replace at least one file. It is believed this is the "FalloutNV_Default.ini" file in the game root folder, to ensure the "vanilla" settings are restored. If you find a stable configuration for your "Users" folder "INI" files, make a backup. Anytime you run the "FalloutNV_Launcher.exe" program, it will create a new version of both from the "default" file in the rout folder. You will want the backup to either restore ro compare to get back your customization changes.

 

If you need further help: Please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as if you are using the FNV4GB Patch, NVSE and it's related plugins, texture replacements (specifically their larger image sizes: 1024x1024, etc.), and "post-processors" like ENB or SweetFX.

* See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags".

-Dubious-

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