PARAN0IDxGERBIL Posted February 3, 2019 Share Posted February 3, 2019 (edited) Hello all, I was in these forums not too long ago trying to fix another strange bug. Luckily that one turned out to be very simple to fix (thanks again to DubiousIntent); this one I don't have much hope for. I plan on basically doing a full reinstall of my game and all of its mods, since I can't find the cause of this bug, but before I do that I figured I'd take a shot in the dark and see if any of you have experienced this and know a fix. The bug is that any guns in my game that have a variable reload, where you add one bullet at a time, only take two bullets to fully reload regardless of the amount of ammunition in the gun. So far I've tested this with the cowboy repeater, lever action shotgun, and .357 revolver. Every test I've done has been on an entirely new game, though old saves are also affected. So, for example, I have a .357 revolver with six rounds. I fire all six of them. When I reload, my character adds two bullets and then the reload is complete with all six bullets in the gun. I have a lever action shotgun and I fire 4 shells out of 5, and then reload, two shells are added and the gun is back to five. Etc. If there is only one bullet missing from the gun, only one is loaded and this glitch isn't present. More than two bullets missing are always reloaded by two bullets being added. As to why this happened, I'm not sure other than I know it's not a coincidence that this happened after I haphazardly added a bunch of mods to my game, updated JIP's NVSE plugin and solid project, and made new merged patches all at the same time. To make matters worse, other things were messed up so I started removing and re-adding mods left and right. I've done my best to try and restore my game to its previous state of the day before I did all this dumb, haphazard stuff but the bug still remains. I then deleted every mod from my game that I could tell had to do with reloading in any way, which didn't work and the bug still persisted. I then removed every merged plugin I've made just as a curiosity to see if that would make a difference, and it didn't. So, yeah. At this point I'm stumped and just trying to convince myself it would be a good idea to start with a fresh game folder anyway as I've since added lots of mods since I initially installed and could make bigger merged patches. But if any of you know of an easy fix to this, by any chance, do let me know! Thanks for reading! Edited February 3, 2019 by PARAN0IDxGERBIL Link to comment Share on other sites More sharing options...
dubiousintent Posted February 3, 2019 Share Posted February 3, 2019 That's a new one. (Lucky you.) Do you have any replacement "reloading" or animation mods in your "load order"? Two other suspects come to mind: the first is have you made any adjustment to the game's clock (timescale) setting? If so, Please see the "Issue - Can Timescale adjustments break certain quests" entry under the 'Solutions to Miscellaneous problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. The second is that an animation is not getting to run to completion, possibly terminating a script prematurely. This would most likely occur if it were merged into some "merge plugin" file, but that is purely a guess. At this point it's a toss-up as to which approach (starting over or troubleshooting) would be quicker. If none of the above helps you pin down the problem, I would take the opportunity to start over. (Think of it as a chance to role-play the Courier arising from his grave again.) -Dubious- Link to comment Share on other sites More sharing options...
Mktavish Posted February 3, 2019 Share Posted February 3, 2019 This may be a crazy thought from left field ... but since it seems you are seeing a discrepancy between total rounds and what is loaded. Might it be a UI mod (hud) causing the problem ? Have you tested with a small amount of rounds in inventory , and are in fact seeing rounds appear out of no where pushing your out of ammunition goal line further upon reloading more than 2 ? Meaning the display between total and loaded is possibly messed up , but not really giving you free rounds. Link to comment Share on other sites More sharing options...
PARAN0IDxGERBIL Posted February 3, 2019 Author Share Posted February 3, 2019 That's a new one. (Lucky you.) Do you have any replacement "reloading" or animation mods in your "load order"? Two other suspects come to mind: the first is have you made any adjustment to the game's clock (timescale) setting? If so, Please see the "Issue - Can Timescale adjustments break certain quests" entry under the 'Solutions to Miscellaneous problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. The second is that an animation is not getting to run to completion, possibly terminating a script prematurely. This would most likely occur if it were merged into some "merge plugin" file, but that is purely a guess. At this point it's a toss-up as to which approach (starting over or troubleshooting) would be quicker. If none of the above helps you pin down the problem, I would take the opportunity to start over. (Think of it as a chance to role-play the Courier arising from his grave again.) -Dubious- Thanks for the reply! The only mod I have that alters the timescale is Project Nevada. I started a new game and changed the timescale to the vanilla value of 30, and the bug still persisted. I'll take another look at my merges and do some experimenting before I do a full restart. This may be a crazy thought from left field ... but since it seems you are seeing a discrepancy between total rounds and what is loaded. Might it be a UI mod (hud) causing the problem ? Have you tested with a small amount of rounds in inventory , and are in fact seeing rounds appear out of no where pushing your out of ammunition goal line further upon reloading more than 2 ? Meaning the display between total and loaded is possibly messed up , but not really giving you free rounds. I tested out your idea about experimenting with ammo amounts and got some interesting results. If I have a fully loaded lever-action shotgun with five rounds, and then drop all 20 gauge ammo I have, the right side ammo counter (ammo in inventory) changes to negative 5. As I shoot more rounds, the in-inventory ammo counter adjusts alongside the in-gun ammo counter. So it starts at 5/-5, I shoot once, it goes to 4/-4, shoot again, 3/-3, all the way down to zero. If I am at 0/0, pick up one round of ammunition, and then reload, one shell gets added and my gun goes to 5/-4. I shoot once, it goes to 4/-4. Shoot again 3/-3. So, yeah, it's hopeless hahaha. I really doubt it's as simple as a HUD issue with these results. Thanks to you both for the responses! I'll do some more testing, and then probably just start anew. I'll post what I end up doing here, if nobody has any more ideas. Link to comment Share on other sites More sharing options...
Deleted53139156User Posted February 4, 2019 Share Posted February 4, 2019 I'd test the vanilla game + dlc only but leave your data folder intact and test on a new game. If it's an animation problem and not a esp/esm problem the issue will persist. If it doesn't some mod is causing the issue and reinstalling the same mods you had before isn't a good idea until you 50/50 remove mod esp/esm's until you find the culprit/combination causing this. I think setting reload speed by perk/trait too damn high will cause animation problems since it will need to skip to catch up. But this might be a script issue since you are getting negative count values. Link to comment Share on other sites More sharing options...
PARAN0IDxGERBIL Posted February 7, 2019 Author Share Posted February 7, 2019 (edited) I'd test the vanilla game + dlc only but leave your data folder intact and test on a new game. If it's an animation problem and not a esp/esm problem the issue will persist. If it doesn't some mod is causing the issue and reinstalling the same mods you had before isn't a good idea until you 50/50 remove mod esp/esm's until you find the culprit/combination causing this. I think setting reload speed by perk/trait too damn high will cause animation problems since it will need to skip to catch up. But this might be a script issue since you are getting negative count values. Had a small amount of time to do testing---more interesting results. Just want to document what I try in case anyone else is trying to fix a bug like this and stumbles here by googling. Disabling all non-vanilla ESM's and ESP's fixes the bug. Re-enable them all, and bug persists. Which I guess must mean that there's a plugin/plugin combo that is causing this. I don't have any of my merges in my data folder, so it can't be something like that. What I'm going to try whenever I next get some time is reinstalling all of my reloading-related mods, as a few had their ESP's in merged patches, and are technically installed but don't have an ESP activating them. Maybe the bug has something to do with that. If that doesn't work I'll just start disabling ESP's and ESM's one-by-one and hopefully stumble on what the issue is. Also, to make matters more interesting, the bug doesn't effect special ammo. While testing with a lever-action shotgun, switching to 20 gauge slugs and then reloading did not activate the bug. All five rounds were reloaded normally. Switching back to normal ammunition meant the bug was present. Edited February 7, 2019 by PARAN0IDxGERBIL Link to comment Share on other sites More sharing options...
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