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Invisible Guns


theophantus

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Hi, i think this has been touched on before, but i cant find the post, might have even been on the nexus mod site.

 

Sometimes, but not all the time, its quite random, NPC's and followers have invisible guns when drawn.

 

When they fire, the bullet/laser effects happen, but the gun is not there.

 

Anybody shed some light on this issue.

 

 

cheers.

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Hi, i think this has been touched on before, but i cant find the post, might have even been on the nexus mod site.

 

Sometimes, but not all the time, its quite random, NPC's and followers have invisible guns when drawn.

 

When they fire, the bullet/laser effects happen, but the gun is not there.

 

Anybody shed some light on this issue.

 

 

cheers.

 

 

Hasn't anyone got a solution?

 

Heres my load order:

 

[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] CaravanPack.esm

[X] AWorldOfPain(Preview).esm

[X] Ambient Temperature.esm

[X] EnergyShield.esm

[X] Frequency.esm

[X] Inventory Access.esm

[X] aHUD.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Extra Options.esm

[X] nVamp - Very Voracious Vermin.esm

[X] CFWNV.esm

[X] DFB - Random Encounters.esm

[X] Niner.esm

[X] STRobot-Core.esm

[X] Project Nevada - Rebalance.esp

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Equipment.esm

[X] Project Nevada - Cyberware Additions.esp

[X] DynamiCamera.esp

[X] HUD Extended.esp

[X] Alternative Start.esp

[X] STRobot-Companion.esp

[X] STRobot-VoicePack.esp

[X] STRobot-ChemImmunity.esp

[X] Return of the Enclave - Fix.esp

[X] Return of the Enclave - Main File.esp

[X] HUD Extended - Ambient Temperature.esp

[X] The Mod Configuration Menu.esp

[X] The Weapon Mod Menu.esp

[X] HarderThan.esp

[X] CRL9K_ThisMachineSound.esp

[X] NewVegasBounties.esp

[X] RealisticReloading.esp

[X] DFB - Random Encounters - Update - MCM.esp

[X] EnergyShield_NV.esp

[X] EVE FNV.esp

[X] WeaponModsExpanded.esp

[X] Frequency - Dead Money Patch.esp

[X] Frequency - Honest Hearts Patch.esp

[X] Frequency - Old World Blues Patch.esp

[X] Frequency - Project Nevada Patch.esp

[X] Frequency - EVE & WMX Patch.esp

[X] MojaveEnclavePatrols_v1.0.esp

[X] GRA WRP Compatibility Patch.esp

[X] Playing With Firepower - New Vegas.esp

[X] Powered Power Armor.esp

[X] Ambient Temperature - PPA.esp

[X] AWOP DLC + GRA Conflict Error Fixes.esp

[X] Real Weapon Names.esp

[X] Jump Fall Fixer.esp

[X] Reactive People - Ultimatum.esp

[X] WeaponJamming.esp

[X] Project Nevada - WMX.esp

[X] Frequency - PN+WMX Patch.esp

[X] MCL_Weapon_Pack.esp

[X] WMX-GunRunnersArsenal.esp

[X] Project Nevada - EVE.esp

[X] ProjectRealityMkIv5HDR.esp

[X] Improved Ballistics Effects V2.esp

[X] Project Nevada - Rebalance Complete.esp

[X] Project Nevada - All DLC.esp

[X] nVamp - Very Voracious Vermin.esp

[X] nVamp - Effects Override.esp

[X] CFW-DLC.esp

[X] CFW-PN-DLC.esp

[X] XRE - CARS!.esp

[X] Good things in good Springs.esp

[X] Theoplugin.esp < FNVEdit merged patch

 

I've got FOMM and running it through the FNV4GB.

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Hi, i think this has been touched on before, but i cant find the post, might have even been on the nexus mod site.

 

Sometimes, but not all the time, its quite random, NPC's and followers have invisible guns when drawn.

 

When they fire, the bullet/laser effects happen, but the gun is not there.

 

Anybody shed some light on this issue.

 

 

cheers.

 

This is a bug in the game that can be caused by an item being added or removed into/from an NPC's inventory via a script. One method of accomplishing things in a mod is to add something called a token to NPCs inventories. The token is usually a piece of armor that is invisible to the player. The act of adding that token via script may be what is causing your issue since you say you have multiple companions and NPCs with invisible weapon issues happening at random times.

 

The ordinary NPCs are probably going to continue to have invisible weapon issues now and then if you don't change your load list because I doubt anyone does anything to fix them. You might be able to control the affect on your companions, though. Some companions will have the problem to a greater and lesser degree. It depends on the modder and what measures he/she has taken to prevent it and it can depend on the weapon the companion is carrying. Some weapons are more prone to the bug.

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llamaRCA is right about this one. It's an AI bug triggered by using a script to add something to an NPC's inventory. You can test this by using to console to add something to an affected NPC like so:

additem f 1

The NPC will then draw their weapon and fire normally. The only way to fix this is to edit the scripts in whatever mod is causing the problem, so try to determine (through process of elimination) what mod is causing the AI bug and alert the author.

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llamaRCA is right about this one. It's an AI bug triggered by using a script to add something to an NPC's inventory. You can test this by using to console to add something to an affected NPC like so:

additem f 1

The NPC will then draw their weapon and fire normally. The only way to fix this is to edit the scripts in whatever mod is causing the problem, so try to determine (through process of elimination) what mod is causing the AI bug and alert the author.

 

 

 

Cheers guys for the responses.

 

I think your right.

 

Did the add item command and the weapon was equiped straight away.

 

I think the only thing to do is deactive or reactive the mods one at a time.

 

Can you tell me, where is the crash log text file?

 

cheers

Edited by theophantus
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I think your right.

 

Oh, lol :biggrin: I know I'm right. I've spent an, unfortunately, enormous number of hours testing for this bug to understand what it's doing and when it's going to do it and know what it looks like. I would say, out of the many many annoying things that happen while modding in NV, it's my least favorite thing. I have a companion that I add/remove lots and lots of items to in a lot of scripts over the course of the mod.

 

The thing you are going to run into with deactivating your mods one at a time is you may not know when they are adding the items. Good luck. If you have companions you can change weapons on I would suggest that you give at least one of them a vanilla hunting rifle. It is very prone to blinking/going invisible. Different weapons respond to the bug differently and not all of them go invisible every time an item is added or removed, but the hunting rifle is very sensitive to the issue.

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I think your right.

 

Oh, lol :biggrin: I know I'm right. I've spent an, unfortunately, enormous number of hours testing for this bug to understand what it's doing and when it's going to do it and know what it looks like. I would say, out of the many many annoying things that happen while modding in NV, it's my least favorite thing. I have a companion that I add/remove lots and lots of items to in a lot of scripts over the course of the mod.

 

The thing you are going to run into with deactivating your mods one at a time is you may not know when they are adding the items. Good luck. If you have companions you can change weapons on I would suggest that you give at least one of them a vanilla hunting rifle. It is very prone to blinking/going invisible. Different weapons respond to the bug differently and not all of them go invisible every time an item is added or removed, but the hunting rifle is very sensitive to the issue.

 

 

lol, I can tell you've proberly been driven insane by it. :biggrin:

 

Don't you think that's one of the worst things about modding.

 

The hours and hours spent, loading, quiting......CTD!, trying to find the little bug that is causing you the sleepless nights.

 

And it can be one letter, one word, piece of code spelt wrong. And you dont get paid for your efforts. :down:

 

 

 

@luthienanarion

 

Well that suprises me. I thought it would have had a crash dump somewhere.

 

 

Cheers guys

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