undercarriage Posted August 24, 2019 Share Posted August 24, 2019 Hello. I am experiencing a bug related to the Holorifle Re-Enforced Components mod. Despite my bevy of fix mods, when I give the Holorifle this mod, it becomes impossible to repair over 75%. I cannot determine why this is. I can only repair it if I do that one console command that lets you repair your own gear. Any input would be very, very welcome. My list of plugins is as follows: YUP - Base Game + All DLC.esmForgeBeyond.esmFreesideOpen.esmNVStripOpen.esmYUP - NPC Fixes (Base Game + All DLC).espUncut Wasteland.espThe Mod Configuration Menu.espFalloutNV_lang.espDisable Anti Cheat Minute.espNVDLC04 Allegiance w Duster.espFreesideOpenPatch.espUncut Wasteland FSO.espHarvestable Cave Fungus.espJSawyer Ultimate.espMojave Raiders.espMojave Wildlife (Vanilla Style).espUnofficial Patch Plus.espJSawyer Ultimate - GRA Merged.espMojave Raiders - 22LR Varmint Rifle.espUnofficial Patch Plus - Addendum.espStripOpenMain.espFSOmusic.espVanGraffHostilityQuestFix.espVanGraffHostilityFactionFix.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted August 25, 2019 Share Posted August 25, 2019 From "The Vault" wiki page on the Holorifle: Holorifle reinforced components, improves the maximum condition of the holorifle by 1.5%, rather than the intended x1.5. What was the weapons condition before you added the mod? Was it fully repaired? See also the "Bugs" section on that page. -Dubious- Link to comment Share on other sites More sharing options...
undercarriage Posted August 25, 2019 Author Share Posted August 25, 2019 From "The Vault" wiki page on the Holorifle: Holorifle reinforced components, improves the maximum condition of the holorifle by 1.5%, rather than the intended x1.5. What was the weapons condition before you added the mod? Was it fully repaired? See also the "Bugs" section on that page. -Dubious- None of the bugs on those pages are what is happening. I'm not getting the immortal Holorifle bug, I'm simply not being allowed to repair it to 100% once the mod is attached, like I said. This seems like it would be connected to one of the fix mods I use, but I cannot pinpoint which one. The gun is at about ~80% condition when I apply it, most of the time. But the actual condition doesn't seem to matter, because I cannot repair it above 75% once I attach the Reinforced Components mod. It's as though the game doesn't recognize that it's max condition has been improved, despite the fact that it has been. It still has the extra condition when using the weapon, also. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 26, 2019 Share Posted August 26, 2019 That is the sort of "tweak" a mod might make and not list. My initial suspicion is that the JSawyer mod might have imposed such a limit as many feel the vanilla holorifle is OP. However, I don't know that. If it is not described, then you will probably need to follow the procedure laid out in "Issue - Record conflicts in xEdit aka FNVEdit" under the "Solutions to Miscellaneous Problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Failing that, you will have to engage in the process of "mod isolation" to determine which plugin is causing the conflict. Please see the 'Mod Conflict Isolation' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Which procedure is easier will depend upon whether or not you feel comfortable with xEdit. -Dubious- Link to comment Share on other sites More sharing options...
undercarriage Posted August 26, 2019 Author Share Posted August 26, 2019 That is the sort of "tweak" a mod might make and not list. My initial suspicion is that the JSawyer mod might have imposed such a limit as many feel the vanilla holorifle is OP. However, I don't know that. If it is not described, then you will probably need to follow the procedure laid out in "Issue - Record conflicts in xEdit aka FNVEdit" under the "Solutions to Miscellaneous Problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Failing that, you will have to engage in the process of "mod isolation" to determine which plugin is causing the conflict. Please see the 'Mod Conflict Isolation' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Which procedure is easier will depend upon whether or not you feel comfortable with xEdit. -Dubious- I'm fairly certain it's not a deliberate feature of JSawyer, because it is not a limit. It is a bug with a weapon mod. It makes very little sense to deliberately break it in this way when you could simply remove the mod from the game, and there are no references to it in the changelogs. Unfortunately I am not at all comfortable in xEdit, because I have no idea how it works. I suppose that leaves just the process of elimination method. Dangit. Link to comment Share on other sites More sharing options...
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