TheGallicanCourier Posted April 19, 2020 Share Posted April 19, 2020 I have encountered a strange bug - all holstered weapons (1 or 2 handed, melee or gun) float like they're attached to the right arm of whoever has it (whether me or an NPC). This began (I think) after installing the Pip-Boy 2501 mod, but continues with it disabled and uninstalled. In fact, it continues even when I disable all mods and start a new game. I have verified my game files on Steam, and it persists. What's going on? Is this just how my New Vegas experience will be from now on? Would provide images but I'm having trouble attaching a screenshot Link to comment Share on other sites More sharing options...
dubiousintent Posted April 19, 2020 Share Posted April 19, 2020 (edited) When referring to some suspect mod, please provide a link so we can examine it's description and comments for clues as well as be certain we are speaking about the same plugin. I couldn't find that one on the Nexus. My guess is that mod may have replaced the character "skeleton/armature" with one using a different "bone weighting". Look for the following files:* Data\Meshes\Characters\_male\skeleton.nif* Data\Meshes\Characters\_1stperson\skeleton.nif If present, they are from some mod. Remove them and toggle "ArchiveInvalidation". (Toggle it anyway, because you "verified files".) If you use a "body replacer", then it may require it's own "skeleton" which will need to be re-installed. Check it's instructions. Remember the "Rule of One". -Dubious- Edited April 19, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
TheGallicanCourier Posted April 20, 2020 Author Share Posted April 20, 2020 Ah, apologies! The mod I suspected is here but as it turns out, that was not the issue! After looking for the files you named, I found that Titans of the New West contained one of them, and after doing as you suggested, my weapons are back where they belong! Thank you a ton! Link to comment Share on other sites More sharing options...
dubiousintent Posted April 20, 2020 Share Posted April 20, 2020 Ah, yes. "Titans". Interesting looking mod (though I am not a fan of power armor), but when I read the description I thought to myself "that incompatible skeleton is going to cause problems." Lucky you gets to be the first specific report I've seen. Now I have a symptom to keep an eye out for. Thanks for reporting back. -Dubious- Link to comment Share on other sites More sharing options...
dubiousintent Posted April 21, 2020 Share Posted April 21, 2020 (edited) Followup. The author of Titans of the New West has added a "B42 (Diagonal movement, quickthrow, etc) compatibility skeleton." This is a direct response to similar reports, so if you are using any of those mods (they are a series of "standalone" releases from the overall unreleased "B42 Project" overhaul), give it a try and let the author know if you still have issues. -Dubious- Edited April 21, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
dubiousintent Posted April 30, 2020 Share Posted April 30, 2020 Followup (again). NV Compatibility Skeleton by Kicho666, Xilandro, Fallout2AM. A skeleton with compatibility for the latest mods (such as "Ragdolls", Xilandro's various B42 mods (Head Tracking, Quickthrow, Inertia etc.), and "Titans of the West"). -Dubious- Link to comment Share on other sites More sharing options...
blah3211234343 Posted October 22, 2020 Share Posted October 22, 2020 (edited) Oh my god, you saved me. I should just delete those files? Edited October 22, 2020 by blah3211234343 Link to comment Share on other sites More sharing options...
dubiousintent Posted October 23, 2020 Share Posted October 23, 2020 There is only one skeleton used by each race in the game. So all you should need to do is install NV Compatibility Skeleton after any other mods which also replace the skeleton. Remember:* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway. If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again.* "Merged Patch" is a more generic term than "Bashed Patch", which is only produced by the Wrye Bash/Flash program. A Wrye "Bashed Patch" and a xEdit "Merged Patch" are generated from the entire "load order" list of plugins to resolve all "record level conflicts". They are roughly equivalent but use different algorithms. You can use the combination of both a "Bashed Patch" and a "Merged Patch" file (technically an "override" patch as described here), for different complimentary reasons. (What I say regarding "Wrye Bash (WB)" also applies to "Wrye Flash (WF)". "xEdit" is the generic name for "FNVEdit" which is the game specific implementation of that tool.)While both WB and xEdit are creating essentially the same thing, the big difference is that WB automates the "record level conflict" resolution in load order sequence producing a "merged patch" file named explicitly "Bashed Patch, 0.esp". This works fine for most such conflicts where you want the last loading plugin to "win" conflicts, but to also include non-conflicting records of earlier plugins to get around "The Rule of One". The xEdit process does similar but doesn't dictate the resulting file name and lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. By running WB first, and then creating an xEdit "override" patch with just the different winners (hence the difference from a "merged patch" of the entire "load order"), you are reducing the number of manual changes needed. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch(s)" whenever you do so.Note that xEdit can "automate" the creation process in a similar manner to WB, but it doesn't (last I knew but things are constantly evolving) make use of "Bash Tags". WB also has built-in "tweaks" to game settings that it incorporates into the patch, as well as merging of "leveled lists". You can also use xEdit to give "unique" results that none of the plugins provide (in effect creating a "new patch plugin" result within the overall patch.)There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details.-Dubious- Link to comment Share on other sites More sharing options...
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