skitter123 Posted August 27, 2020 Share Posted August 27, 2020 I'm getting this weird problem in some interiors where at a certain distance things begin to just disappear from my vision, but come back as I walk towards it again, but also if I'm close enough for it to disappear, it'll reappear if I'm not looking directly at it, and it changes based on the angle I'm looking at it, here's a video of what's happening: https://www.youtube.com/watch?v=YhotUSeMcS8 And load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmYUP - Base Game + All DLC.esmTaleOfTwoWastelands.esmYUPTTW.esmTTWInteriors_Core.esmTTWInteriorsProject_Combo.esmFreesideOpen.esmFunctional Post Game Ending.esmIWR.esmNVStripOpen.esmEnclaveCommanderNV.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espBrahmin Bess.esmSolidProject.esmYUP - NPC Fixes (Base Game + All DLC).espTTW_NoKarmaDCFollowers.espIMPACT.espFO4Crafting.espoutsidebets.espFreesideOpenPatch.espProject Nevada - TTW.espWeaponModsExpanded.espWMX-DLCMerged.espFafnirUniqueTTWOverhaul.esppopulatedcasino.espStripOpenMain.esp1nivdogmeatoverhaul_1.espAlienPowerCell.espAnimatedIngestibles_0_5.espAnimatedIngestibles_0_5_SitOnly.espAnimatedDrinks_1_0.espArmedToTheTeeth-NewVegas.espBetterAnchorageReward.espBroken Steel Enemy Rebalance.espbukas_better_safehouse.espIWR - Rebuilt.espGR123 - Remnants Bunker Home.espBUNKER13.espCASM.espCM Weather Config - TTW.espCombatEnhancer.espCompanions Relax.espNCRTrooperOverhaul.espturrets.espTailor Maid - TTW.espCrashed Vertibird Interior.espFlashlightNVSE.espFO4PowerArmor.espFOVSlider.espFO4PowerArmor-StealthSuitHelm.espGroundcover Overhaul.espHZFollowerCheatMenu.espJIP Realistic Weapon Overheating.espTenpenny Tower Alternate Endings.espNear Death.espKid.espLootMenu.espMuchNeededLOD.espProject Nevada - Dead Money.espProject Nevada - Gun Runners' Arsenal.espProject Nevada - Honest Hearts.espProject Nevada - Lonesome Road.espProject Nevada - Old World Blues.espProject Nevada - WMX.espReadius_NV.espRealistic Portable Tent.espThe Mod Configuration Menu.espTTW Followers Cheat Menu.espTTW PN supermutant fix.espWMX-ArenovalisTextures.espXFO - 9a - Enemies - AI revamp.espXFO - 9da - Enemies - NPC Healing - low.espXFO - 9db - Enemies - NPC Healing - med.espXFO - 9dc - Enemies - NPC Healing - high.espZan_AutoPurge_SmartAgro_NV.espAsurah_reanimation.espWMX_DLC.espWMX_Patch.espFNVLODGen.esptmzLODadditions.espFNV Realistic Wasteland Lighting - ENB Full.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted August 28, 2020 Share Posted August 28, 2020 [Edit: Oops. Just realized you are only having this issue with interiors. That is a "similar in symptoms" but different problem. It's usually either a mod conflict, a "radius setting" on the particular item, or an "occlusion plane" built into the mod. Regardless, it is a problem for the mod author and not you to resolve. Isolate and remove the offending mod. Only use one lighting mod for exteriors, and one for interiors. Read their documentation carefully for recommendations on where to position them in your load order. You might also want to look at the "Issue - What INI edits seem to be most beneficial to performance" entry under the "Solutions to Performance problems" of the wiki "Fallout NV Mod Conflict Troubleshooting" article.] That sounds like a "Visible While Distant" (VWD) issue. If you add (or remove) any VWD/LOD textures (such as NMC, Vurt's WFO, or Ojo Bueno), please see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide regarding the need to run both TES4LL and FNVLODGen; or xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL. Also recommend you read the 'LOD/VWD Texture Packs' section of the wiki "FNV General Mod Use Advice" article first. Other problems I notice in your "load order": * Don't install every optional file for a mod. (Specifically you should only have one of the "XFO - 9da - Enemies - NPC Healing" mods.) Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version. * Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job. * 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.I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned". It is NOT a list of various mods to install that happen to work on the author's machine. It addresses fundamentals underlying how to get the basic game and mods to work together.-Dubious- Link to comment Share on other sites More sharing options...
skitter123 Posted August 28, 2020 Author Share Posted August 28, 2020 So far I've only seen it in rock creek caverns and tepid sewers, maybe it's a conflict with TTW and NMC's, I can tolerate it if that's the case, but I appreciate the advice about auto-purge and that XFO mod I forgot I had, I had actually been getting those out of memory errors and random CTD's with out warning, figured it was just cause I had too many mods, thank you! Link to comment Share on other sites More sharing options...
SirDanest Posted September 13, 2020 Share Posted September 13, 2020 Project Nevada has been labelled repeatedly on the ttw site as extremely incompatible and very, very broken, enough to seriously damage/bug out the game. It's not well liked by the ttw creators, even with the patch it's apparently one of the most broken mods out there, or so they say. I think WMX is also listed as extremely incompatible, as they changed meshes and weapons. Xfo and Asurah animation I think also seriously conflicts with ttw. You're also using YUP with ttw, which is also a huge disaster. TTW has it's own ttwyup, and could break if you run both.Check their incompatible list. Link to comment Share on other sites More sharing options...
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