Hmmm1232 Posted August 4, 2019 Share Posted August 4, 2019 I have a pump action shotgun reload bug.I have had this experience a long time ago, but still I could not ignore it.Each time you try to put the shell of the pump action shotgun, move the grip and make a strange movement. So what I want to help is this bugThis is not my video https://www.youtube.com/watch?v=dOq9m6CGMcI&feature=youtu.be Apparently this bug seems to occur only with 3rdperson. It worked well when using asurah reanimation.But I don't want use that animation mod. So I'm using WAR now. This is my load order[X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CaravanPack.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] TaleOfTwoWastelands.esm[X] YUPTTW.esm[X] FCOMaster.esm[X] IWR.esm[X] AWorldOfPain(Preview).esm[X] TTWInteriors_Core.esm[X] TTWInteriorsProject_Combo.esm[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] Project Nevada - Rebalance.esp[X] URWLTTW-001-Weather.esm[X] URWLNV-001-Weather.esm[X] Project Nevada - Cyberware.esp[X] CompanionInfAmmo.esm[X] oHUD.esm[X] Sortomatic.esm[X] FO4 Power Armors - TTW Standard Edition.esp[X] FO4 Power Armors - FNV Standard Edition.esp[X] FO4 Power Armors - FNV Compatibility Edition.esp[X] NaturalWaters.esp[X] Uncut Wasteland.esp[X] AWOP-PERFORMANCE_PATCH.esp[X] IWR - Rebuilt.esp[X] Rickards Roadhouse(SORT-O-MATIC).esp[X] TTW Expanded DC Vendor Inventories.esp[X] DoubleBarrelShotgun.esp[X] Remy.esp[X] URWLTTW-003-Interiors.esp[X] AutoGatesRedux.esp[X] IMPACT.esp[X] Weapon Retexture Project.esp[X] ADAM Complete.esp[X] NV_IFR.esp[X] URWLNV-007-Interiors.esp[X] ADAM - Rangers on Patrol.esp[X] CompanionInfAmmoOptional.esp[X] A Better Veronica.esp[X] A Better Boone.esp[X] Tracer nv.esp[X] AutomaticHackingTool.esp[X] ArmourRepairKits.esp[X] Project Nevada - Honest Hearts.esp[X] Project Nevada - Old World Blues (No Cyberware).esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] The Mod Configuration Menu.esp[X] The Weapon Mod Menu.esp[X] DJ308-Sig 550.esp[X] SW38S.esp[X] 1911.esp[X] M16A2.esp[X] PKM.esp[X] DEagle.esp[X] Winchester Model 1912 Trench Gun NV.esp[X] Roberts_NewVegas.esp[X] ttw_fco_race_npc_companions.esp[X] 1nivRobertHandFixTest.esp[X] ItemBrowser.esp[X] Diagonal movement.esp[X] 2 Hotkey Restored.esp[X] FCO - GlowingOne.esp[X] FCO - Roberts Patch.esp[X] ADAM - MAIN.esp[X] Project Nevada - Lonesome Road.esp[X] S16.esp[X] QS_Blackwolf_NV_Backpackmod.esp[X] BLEED.esp[X] CompanionInfAmmoCheat.esp[X] Dead Money - No Collar Explosion and No Poison Cloud.esp[X] No Weapon Remove Dead Money.esp[X] dD - Enhanced Blood Main NV.esp[X] XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp[X] Expanded Megaton House V4.1.esp[X] FCO - Eyes.esp[X] FSW.esp[X] Beards.esp[X] ImmersivePickupSoundsFNV.esp[X] PimpMyScarf.esp[X] PimpMyScarf_v2.esp[X] LFox Invisible Armored Vests.esp[X] JIP Improved Recipe Menu.esp[X] LVL99PEL.esp[X] LiveDismember.esp[X] M199sPack.esp[X] ManualReload-OldWorldBlues.esp[X] ManualReload.esp[X] MiscItemIconsNV.esp[X] Clanf_NoWeaponsRemove.esp[X] Remove That Glove - NV.esp[X] FCO - HD Teeth.esp[X] TTW_PNxC.esp[X] URWLNV-002-DeadMoney.esp[X] URWLNV-003-HonestHearts.esp[X] URWLNV-004-OldWorldBlues.esp[X] URWLNV-005-LonesomeRoad.esp[X] URWLTTW-002-DeadMoney.esp[X] Zombie Serenade.esp[X] ZoomingScope.esp[X] FalloutNVCheatTerminal.esp[X] AKM&AKMS.esp[X] Reload Sounds.esp[X] SPECWeapons.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted August 4, 2019 Share Posted August 4, 2019 Not everything for FNV is compatible with TTW. And I don't see a "Merged Patch" file to resolve record level conflicts, so "The Rule of One" applies where "ManualReload" overwrites "ManualReload-OldWorldBlues" and WAR. Please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. * "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files and DLC "patches" to a main plugin.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin. Have you tried "Reload Animation Fix - Lever-Pump-Single action guns"? -Dubious- Link to comment Share on other sites More sharing options...
Hmmm1232 Posted August 4, 2019 Author Share Posted August 4, 2019 It succeeded. The reason I've been bothering me for a long time is so simple.I was stupid I did not notice it.Anyway thank you for helping this problem. It and Reload Animation Fix-Lever-Pump-Single action guns tried long ago but had no effect.It does not seem to be compatible with Manual reload. Link to comment Share on other sites More sharing options...
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