Qaerixxszhara Posted January 12, 2019 Share Posted January 12, 2019 (edited) I am posting here since it seems the author no longer checks the mod's comment section. My issue is that when I modify the standard Plasma Rifle with a Magnetic Accelerator, Plasma Rifles Awesomefied's glow effect goes away, leaving me with the standard modded Plasma Rifle. It works perfectly fine on every other model, except Plasma Rifle+. If I take the MagAccel off, the glow effect returns, so I'm guessing there is some sort of problem with the specific model of the modified Plasma Rifle. I have gone through the mod's comments, and no-one else seems to have this specific issue. I have tried re-installing the mod and placing it last in my load order, but the problem is still there. Please help! I use plasma weapons a lot, so this bothers me to no end. Running on 64-bit Windows 7. I use the standard Steam version updated to the latest patch, with all DLC's and NVSE, no other enhancements. I have tried both a manual and NMM installation of Plasma Rifles Awesomefied. Load Order: 0 0 FalloutNV.esm NevadaSkies.esm 1 1 SomeguySeries.esm 2 2 MercenaryPack.esm 3 3 ClassicPack.esm 4 4 OldWorldBlues.esm 5 5 GunRunnersArsenal.esm 6 6 HonestHearts.esm 7 7 DeadMoney.esm 8 8 LonesomeRoad.esm 9 9 TribalPack.esm 10 a CaravanPack.esm 11 b War Never Changes.esm ProjectBrazil.esm 12 c NVInteriors_Core.esm 13 d NVInteriors_WastelandEditon.esm FINAL Seachlight Airport NCR.esm 14 e YUP - Base Game + All DLC.esm 15 f CompanionInfAmmo.esm 16 10 IWR.esm 17 11 Cap Removed RR.esp 18 12 lowmeleecowboy.esp 19 13 ClassicWeaponHandling.esp 20 14 FiendsWithoutEnergyWeapons.esp 21 15 Max Level 100.esp NVLevelCapByDandys.esp DragbodysLegionReplacerV01.esp LegionGladiatorPA.esp NevadaSkies - Ultimate DLC Edition.esp 22 16 Archimedes MK2.esp 23 17 GlovesGalore_DeadMoney.esp 24 18 GlovesGalore.esp 25 19 KillingKarmaFix.esp 26 1a Brotherhood and House Alliance.esp 27 1b NekhCFinderFix.esp 28 1c Gauss Rifle Fix v0.9b.esp 29 1d NewVegasBounties.esp 30 1e Russell.esp 31 1f Fully Functional Ghoul Race Mod.esp Colossus NV.esp 32 20 SWP Gauss Rifle.esp 33 21 All Vending Codes - Dead Money.esp 34 22 TfaT2.esp 35 23 nothugs.esp 36 24 VeronicaLovesVerasOutfit.esp 37 25 Perk Fixes.esp 38 26 pipboy2500_edisleado.esp Classic Advanced Power Armor.esp 39 27 War Never Changes - Seven.esp 40 28 War Never Changes.esp The Torn City.esp 41 29 Sprint Mod.esp Project Brazil NV Courier Stash Control.esp Project Brazil NV DLC Control.esp 42 2a BlackCombatHelmet.esp XVEnclaveBunker.esp 43 2b ShadowGasMaskBreathing.esp DropQuestCleaver.esp 44 2c Jack'sLuckyHat.esp 45 2d Classic SuperSledge (Replacer).esp 46 2e outsidebets.esp 47 2f Desert Ranger Armor Fix.esp 48 30 Ranger Armor Fix.esp 49 31 Riot Armor Fixes.esp 50 32 RiotCombatShotgunCrafting.esp 51 33 Riot Gear Neck Cover.esp 52 34 CraftableFireBomb.esp 53 35 Rad Child Limb Healing and Radiation Immunity.esp 54 36 Primm - Escaped Convict - Faction Powder Ganger.esp 55 37 FiendDoctor.esp 56 38 FiendTrader1.esp 57 39 Extra-Characters---Fiends-Quest-ENABLED.esp 58 3a The Law Won.esp 59 3b REPCON Gren.esp 60 3c ThermicLanceFireEffects.esp ArmorModifications.esp 61 3d BetterGeneralsOutfit.esp 62 3e PlasmaPackinEDE.esp 63 3f Sequoia.esp 64 40 ProneMode.esp 65 41 NewVegasKiller.esp WeaponsModifications.esp 66 42 StealthSuitHelm_NV.esp 67 43 AG Supplementary Uniques-GRA.esp 68 44 No Ash and Goo.esp Factions Reloaded Legion.esp 69 45 Moe Mod.esp 70 46 HW-Powerfist-7UPD.esp 71 47 MetalArmor14DT.esp 72 48 ArmourRepairKits.esp 73 49 Better5.56mmGun.esp 74 4a BugFix - The Screams of Brahmin.esp 75 4b Mojave Wildlife (FO3-Style + No Chanced).esp 76 4c Mojave Raiders.esp 77 4d CIB Supermutants.esp Q35Changes.esp 78 4e BetterLaLongueCarabine.esp 79 4f YUP - NPC Fixes (Base Game + All DLC).esp 80 50 Uncut Wasteland.esp 81 51 StrongerHomemadeExplosives.esp RebalancedBluntMelee.esp 82 52 VarmintRifle22LR.esp 83 53 WeightlessAmmo.esp 84 54 StrongerCentaurs.esp 85 55 PewPewRebalance.esp 86 56 Durable10mmPistol.esp 87 57 AllCompanionsEssential 2.0b.esp PreciseSingleShotgun.esp 88 58 Tri-ShooterEnergyRebalanced.esp 89 59 Classic energy weapons.esp 90 5a SaveCass.esp 91 5b BetterSniperRifle.esp 92 5c CourierCacheWSE.esp 93 5d VeryHardCustom50x300.esp 94 5e CleansingFlameRedesign.esp 95 5f The Weapon Mod Menu.esp 96 60 TeslaArmorEnhanced.esp 97 61 ArcadeGannonRebalanced.esp 98 62 NewVegasBountiesII.esp 99 63 TinGrenadeNoPerk.esp100 64 Seeker Armor.esp101 65 YCSRebalanced.esp102 66 coc.esp103 67 Mercy25mm.esp104 68 ValenceRadiiLowerDT.esp MaleToFemaleMetalHelmet.esp105 69 Classic Pulse Grenade (classic sound).esp Classic Pulse Grenade (vanilla sound).esp106 6a YUP - OWB Fix.esp MetalHelmetsOpen.esp107 6b StrongerRoboScorpionBoss.esp108 6c Rebreather.Headgear.NonquestV1.1.esp LilyRebalanced.esp109 6d T-52bEnhanced.esp110 6e TheInheritance.esp111 6f SierraPAnoBearLIGHTSON.esp SierraPAnoBearLIGHTSOFF.esp112 70 Euclid'sCFinderLessWeight.esp GreenTriBeamLaserRifle.esp113 71 BetterHuntingRifle.esp114 72 Improved Throwing1.esp115 73 veronica_no_hood.esp LaserPistolGreen.esp116 74 VeronicaRebalanced.esp117 75 shut up musicspeakers.esp118 76 Fallout 1 and 2 ambient music v0.2.esp119 77 ChineseOfficersSword.esp120 78 NailGunValueReduced.esp121 79 RechargersReversedLessWeight.esp122 7a NoFactionArmor.esp CassRebalanced.esp123 7b RedScareRedesigned.esp124 7c VanGraffHostilityFactionFix.esp125 7d VanGraffHostilityQuestFix.esp126 7e DreadHelmets.esp127 7f PlasmaCasterRebalanced.esp CompanionInfAmmoCheat.esp CompanionInfAmmoOptional.esp128 80 BooneRebalanced.esp129 81 OpenHelmets.esp130 82 MadScientist_Mask.esp HazmatDarklightCowlEnhanced.esp131 83 NCRassassin.esp132 84 Hooded Hazmat Cowl and more.esp133 85 Fully Functional Raider Race Mod.esp134 86 ArizonaArmy.esp135 87 Sequoia_NoText.esp136 88 ammofix.esp137 89 PlasmaPistolsRebalanced.esp138 8a IWR - Rebuilt.esp139 8b MCL_Weapon_Pack.esp140 8c M1897.esp141 8d BetterPlasmaRifle.esp142 8e ED-EGreenLaserWeak.esp143 8f RaulRebalanced.esp144 90 AG Supplementary Uniques-AllInOne.esp Classic HK L30 Gatling Laser (replacer, no holster).esp145 91 Classic HK L30 Gatling Laser (non-replacer, no holster).esp Classic HK L30 Gatling Laser (non-replacer, holster).esp146 92 PlasmaRifleAwesomefied.esp Edited January 13, 2019 by Qaerixxszhara Link to comment Share on other sites More sharing options...
dubiousintent Posted January 12, 2019 Share Posted January 12, 2019 Re-read your problem description. How do you have an effect "go away" when it doesn't exist before you add the weapon mod? If it does exist already, why are you adding a mod to give you the same effect? Often, accurately describing a problem makes the solution obvious. The "closest match" to your apparent symptoms (no effect from adding the weapon mod) is found in the 'Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game' entry under the "Solutions to Control problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Even if you aren't using WMM, the underlying issue may be the cause. If you are the only one to have a particular problem, then most probably it is the result of either your "load order" or a "mod conflict", or something else specific to your setup. And we aren't going to be able to figure out what is causing the issue from just a list of symptoms. Which is why we always say: 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 a "regional language version" of the game; using the FNV4GB Patch, NVSE and it's related plugins; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.)* See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags". -Dubious- Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted January 13, 2019 Author Share Posted January 13, 2019 (edited) Sorry for being unclear, edited the post so include more info and a better description. Edited January 13, 2019 by Qaerixxszhara Link to comment Share on other sites More sharing options...
dubiousintent Posted January 13, 2019 Share Posted January 13, 2019 Ah! Much clearer now. Regret to tell you that the issue is with how "weapon mods" are actually implemented. There are essentially two parts: one is "specs", and the other is "graphics". When you add most "weapon mods" they cause some visual alteration to the model. This requires an actual replacement model to be used. What you are describing indicates that the "Magnetic Accelerator" version of the Plasma Rifle+ does not exist with the Awesomefied's glow effect. That might be due to it's absence from the mod, or (I suspect more likely) from some other mod (which is dependent upon "install order" and will not be fixed by changing the "load order" sequence) being installed after and replacing the Awesomefied's "Magnetic Accelerator" version of the Plasma Rifle+ model. (Did you remember to toggle "ArchiveInvalidation" off-and-on again after you moved it to the bottom of your "load order"? Just as with adding or removing a mod from the mix, that is necessary when you change position within the "load order". Also rebuild any "merge patch" files.) That load order is not sorted correctly. You also have too many plugins (both active and inactive), as well as needing a "merge/bash patch".Please see the 'Vanilla "Load Order"' entry in the 'First Timer Advice' section; and the 'Common Game Problems' section, of the wiki "FNV General Mod Use Advice" article. I recommend you 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 mod FNV or it's been more than a year since you last did so. -Dubious- Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted January 13, 2019 Author Share Posted January 13, 2019 Awesomefied's Nexus page clearly shows a Plasma Rifle+ model with the glow effect, so I'm sure there is some kind of issue. Is there a chance turning ArchiveInvalidation off and on again might fix it? I must admit I never understood what a bash patch is supposed to add/help. I made one for both Skyrim and Oblivion, and I never noticed any positive effect whatsoever. I know my plugins need some cleaning up, I just haven't found the time to undertake the project yet, as it seems like something that would take all day at this point. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2019 Share Posted January 14, 2019 I believe your basic problem with the Plasma Rifle+ is that a mod you installed afterwards overwrote the "Magnetic Accelerator" model. This is an "install order" problem that "ArchiveInvalidation" cannot resolve. Sorry if that wasn't clear from my description. However the difference between "install order" and "load order" is explained in the "Terminology" section of the wiki "FNV General Mod Use Advice" article. Just to be clear: you need to properly sort your "load order" to avoid problems. Start with LOOT (linked in the "General Mod Use Advice" article). That should solve most load order issues and take only moments. If by "cleaning up" you are referring to the old practice of running mods through xEdit (FNVEdit), we do not recommend that with FNV mods. It's best done by the mod authors who understand what is needed and what is "dirty". If you take the time to read the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article it should clarify why you need such a patch file. It's effects are not particularly obvious, but very real. There are a whole host of things you need to do before playing FNV to get a stable game. That's what the "General Mod Advice" article is all about. Rushing into play without the proper prep work means you are going to get to a point where you have no choice but to start over to resolve things, wasting hours of game time. This conclusion is the result of years of bitter experience by the community. Take the time now, or take even more later: your choice. -Dubious- Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted January 14, 2019 Author Share Posted January 14, 2019 (edited) By clean up I meant delete some stuff. I'm down to 119 total plugins now. I seem to have most of what is recommended by the guide, except for the 4GB patch. I am quite worried about moving my game out of Program Files, as I'm afraid of simply losing all of it. I have sorted with LOOT now. However, the problem with Awesomefied still persists. Also, if the issue is that something was installed that overwrote the Plasma Rifle+ model, why does a complete re-install of Awesomefied not overwrite with its Plasma Rifle+ model? When I install it using NMM, it says "fxwhite2.dds" was already installed by another mod, but I agree to activate Awesomefied's file instead. Edit: Ok so after some cleaning up in my plugins, doing some isolating became way easier. Turns out that TWO of my mods were in conflict with Plasma Rifles Awesomefied; Plasma Packin' ED-E, and PipBoy 2500. What I don't get is how the latter makes any sense whatsoever, and especially why it only causes problems for the Plasma Rifle+. So is it possible to do a merge patch to make both work? I really hate the standard PipBoy, it ruins like half the game's armours. Edited January 14, 2019 by Qaerixxszhara Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2019 Share Posted January 14, 2019 The 4GB Patch is essential for getting the game to use more than only 2GB of memory. Without it you are going to have problems even with only 119 plugins, especially texture heavy ones like you prefer. If you follow the procedure laid out in the "General Mod Advice" article, your biggest problem will be keeping track of which mods you installed. That is where exporting your "mods" and "profile plugins" lists beforehand will help. Your save game files should be safe regardless. To confirm the file overwrite is the cause, try without either of the two conflicting installed. Did you try uninstalling all three mods, toggle "ArchiveInvalidation", then installing "PipBoy 2500", followed by "Plasma Packin' ED-E", and finally "Plasma Rifles Awesomefied", then rebuilding your "merge patch file"? As mentioned earlier, a "merge patch" is not going to solve an overwritten model file problem, because only one file can exist and that will always be the last one installed. Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example. Or consider a different Pipboy mod such as the "Readius". (I have no idea why it would conflict with "Awesomefied". That IS weird. But if you don't have the 4GB Patch installed, low memory can explain a lot of weirdness.) -Dubious- Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted January 14, 2019 Author Share Posted January 14, 2019 Is allocating more memory that essential? The guide mostly seems to explain how and not why for a lot of these things. Again, I did it for Skyrim a while back and I didn't feel any increase in performance or stability. I'm sorry if I'm asking dumb questions here, I am horrible at technical stuff like this. I really appreciate the help. What do you mean exporting my lists? From what I gathered from the guide, I can just move the folder in its entirety to another harddrive (I already have a Steam2 on my D: drive due to space issues) I played around an hour or so earlier with neither of the conflicts installed, and the Awesomefied glow effect looked just like it should. One weird thing is that if I change any of my attire, the glow effect from Awesomefied dissapears and I have to re-equip my weapon to "turn it back on" so to speak. This has never been an issue on any other weapon. It's not really a big deal, but just incredibly odd. If I want to try the AI test, should I toggle it on, then install all 3 mods in that order, and then toggle it off afterwards, or? And should I run the game at any point during the process, or only after doing all of that? Yea Readius might be an option, thanks for the link. I would just strongly prefer the imo much more fitting and iconic PipBoy 2500 model if possible. As my load order probably reveals, I love a lot of the old models for weapons and gear. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2019 Share Posted January 14, 2019 There is an old adage in computing which is still appropriate: there is no such thing as "too much" memory or disk space.The "vanilla" FNV requires 2GB of system RAM, and dedicated 64MB of video memory (VRAM). The default allocation of memory for a 32-bit program by Windows is 2GB. Every time you add some mod (whether meshes, textures, NPCs, Quests, scripts, changes to something "vanilla", or what have you) you are adding to the "code" used by the game. All of that requires more memory space. When the memory in use pushes up against the allocation limit (which cannot exceed 4GB in any case for a 32-bit program because it cannot address more than that much memory), the system has to "swap out" the least used elements in order to make room for whatever it is trying to load for use at that moment. (The only alternative is to halt the program.) This does affect performance and possibly stability if the game (especially with mods) does not take sufficient care to not exceed the allocation limit. And there is plenty of verification that it doesn't, causing CTDs (Crash To Desktop).If this "swapped out" code is "graphics", then you are likely to see "stutter" in the display as the video card has to wait for "art assets" to be loaded from disk instead of memory. This MIGHT underlay what you see when you "change attire" and lose the glow effect from "Awesomefied". (I stress "might" because I don't know how "Awesomefied" achieves that effect. It does seem strange but is likely explained by you using that many mods while only having 2GB of memory allocated.)The "Graphics" or "video pipeline" is known to be prone to "memory leaks", which means it writes into portions of memory beyond what it is supposed to use (allocated), causing corruption of whatever is already there; usually leading to CTDs. More memory enables the game to allocate more memory to it's various resources, which reduces how often or the overall likelyhood of it exceeding those limits. You are not normally going to see any visible improvements beyond the reduction in CTDs and stutter.By "exporting" your lists I mean copying them out to the clipboard (as if you were going to post them in the forums) and saving them in a document you can then refer to later. All the mod managers have this capability.You cannot just "move" your game folder. You can copy it to another drive (i.e. "D:"), but you then have to uninstall the game from Steam, and then re-install it to your new location ("D:\Steam2") so it updates the registry entries correctly. You will probably need to update (or even re-install) your mod manager to tell it where to find that game in the new location as well. Failure to do that will cause major problems otherwise.Toggling AI is usually just that: off-and-then-on again once the mods are installed. But you can turn it off, install multiple mods, and then turn it back on when done. The purpose is to tell the game engine which "loose files" it is supposed to use instead of the vanilla ones in the game BSA files. Toggling it tells the game engine to re-read the loose files and update it's list, but it has to be "on" to use that list. Then you run the game. If you encounter any problems, please ask rather than "pushing on". -Dubious- Link to comment Share on other sites More sharing options...
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