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Can't loot ash/goo piles


th3overseer

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If any enemy is reduced to a pile through any means, I can't loot them. Going over to the ash/goo pile will bring up an "activate" prompt that does nothing when I press it. I tried going into FNVedit and ensuring that nothing was modifying the ash/goo pile activators, and that did nothing. Mods that should effect the piles, like EVE, don't do anything whether I have them turned on or not. I saw someone say that this was an issue caused by an outdated version of the JIP NVSE plugin, but I have the very latest version of that, so that isn't the issue.

 

Ideally someone can tell me exactly what the issue is and how to fix it. Failing that, could somebody at least point me to exactly what process affects enemy disintegration in FNVedit so I can clear any and all mod records that might be breaking things? If this bug doesn't break the entire game and make it unwinnable, it comes damn close to it.

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As you mention JIP and EVE, you might want to check out the "Issue - Ash and Goo Piles cause random CTDs" entry under the "Solutions to Crash To Desktop aka CTD problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. While you aren't reporting a CTD, those are the only "ash/goo pile" related solutions I am aware of.

 

More than one person has been tripped up by believing they have the "latest version" only to discover they missed an update or a related mod required component. Just as a cross-check: the "latest JIP LN NVSE Plugin" as of this writing is 55.26. NVSE "stable" (and "beta") is 5.1.4b. "EVE" is at v1.18.

 

If you do turn up anything else, I would interested to hear about it.

 

-Dubious-

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As you mention JIP and EVE, you might want to check out the "Issue - Ash and Goo Piles cause random CTDs" entry under the "Solutions to Crash To Desktop aka CTD problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. While you aren't reporting a CTD, those are the only "ash/goo pile" related solutions I am aware of.

 

More than one person has been tripped up by believing they have the "latest version" only to discover they missed an update or a related mod required component. Just as a cross-check: the "latest JIP LN NVSE Plugin" as of this writing is 55.26. NVSE "stable" (and "beta") is 5.1.4b. "EVE" is at v1.18.

 

If you do turn up anything else, I would interested to hear about it.

 

-Dubious-

Just double-checked, everything is definitely up to date. The issue is still there even if I don't use EVE, if I use EVE by itself, or if I have it and this mod too. Do you know where in FNVedit I can find the game mechanic for turning bodies into ash/goo piles? If I knew what handled that, I could at least disable any mods that touch that process.

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A search of the community GECKWiki on "ash" turns up only 4 function entries:

* AttachAshPile

* GetAshPileSource

* AttachAshPileEx

* MarkActivatorAshPile

 

A search on "goo" turns up only two of those:

* AttachAshPile

* GetAshPileSource

 

My initial guess would be you need to look for "DEBR" (Debris) records in FNVEdit (at least according to "fopdoc").

 

-Dubious-

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A search of the community GECKWiki on "ash" turns up only 4 function entries:

* AttachAshPile

* GetAshPileSource

* AttachAshPileEx

* MarkActivatorAshPile

 

A search on "goo" turns up only two of those:

* AttachAshPile

* GetAshPileSource

 

My initial guess would be you need to look for "DEBR" (Debris) records in FNVEdit (at least according to "fopdoc").

 

-Dubious-

I just checked in FNVedit, and I don't have anything that touches the Debris records. I've combed through FNVedit pretty thoroughly at this point, so it seems like it has to be something to do with NVSE. I just tried turning off any NVSE plugin that I've installed in the past year or so, and it didn't fix anything. I have no idea how to fix this.

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Alright, I just tested on a clean save with no mods except for the latest versions of NVSE and the JIP plugin, so one/both of them are responsible. I don't know what to actually do with that information though, since those are both pretty much required for the game to run at all.

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I'd guess your problem is with your version or the load order. As mentioned here ... on the "Eve - JIP Ash pile tweaks"

 

HOW TO INSTALL:
Download and unpack. For the regular Fallout NV version, there are three EVE - JIP Ash Piles - XXX.esp files, choose the one for the version of EVE you are using. There is also a file for the combined FNV and FO3 Tale of Two Wastelands version of EVE, made by Darian Stephens. Use one or the other, not both!
No files from EVE will be overwritten by this, just be sure the file you use loads after the main EVE.esp

 

 

 

If not that ... I wonder if a cell reset is making the goo/ash piles un lootable ?

 

To turn those off though if you want to go that route , I imagine you could remove the crit effect from the weapons that have them. Or change the effects themselves , which might be the quicker easier way. Like just load the main file in geck ... then make an .esp changing those effects. And load it last .

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It is not unknown for an update to any mod (including JIP LN NVSE) to break something that have worked previously. You might need to try progressively older versions to determine if that is what happened and when. If you can reliably produce a "before" and "after" demonstration, Jazzisparis is usually pretty quick to fix it.

 

-Dubious-

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I'd guess your problem is with your version or the load order. As mentioned here ... on the "Eve - JIP Ash pile tweaks"

 

HOW TO INSTALL:

Download and unpack. For the regular Fallout NV version, there are three EVE - JIP Ash Piles - XXX.esp files, choose the one for the version of EVE you are using. There is also a file for the combined FNV and FO3 Tale of Two Wastelands version of EVE, made by Darian Stephens. Use one or the other, not both!

No files from EVE will be overwritten by this, just be sure the file you use loads after the main EVE.esp

 

 

 

If not that ... I wonder if a cell reset is making the goo/ash piles un lootable ?

 

To turn those off though if you want to go that route , I imagine you could remove the crit effect from the weapons that have them. Or change the effects themselves , which might be the quicker easier way. Like just load the main file in geck ... then make an .esp changing those effects. And load it last .

It's not load order; the bug was still occurring on a clean save with no mods except for the NVSE plugins. I'm pretty certain at this point that it's something with the JIP plugin. I'm seriously considering just using this mod and crossing my fingers that having this issue rattling around the game in the background won't cause any long-term corruption or breaking.

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Alright, I just tested on a clean save with no mods except for the latest versions of NVSE and the JIP plugin...()...

Did you uninstall all your mods or just deactivated them? A "clean save" can only be obtained from a clean install of the game, without any trace of a mod. Deactivating mods keeps their assets in the data folder and those will influence your game. Like when having too many plugins for the Gambryo's health. Deactivating plugins won't change the game's behaviour and it willcontinue to react as if all plugs were still active.

 

By the way, the game and some mods will show strange behaviour and lose functionality when having too many plugins.

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