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Interiors not fully loading/rendering


skitter123

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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.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
YUP - Base Game + All DLC.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
TTWInteriors_Core.esm
TTWInteriorsProject_Combo.esm
FreesideOpen.esm
Functional Post Game Ending.esm
IWR.esm
NVStripOpen.esm
EnclaveCommanderNV.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Brahmin Bess.esm
SolidProject.esm
YUP - NPC Fixes (Base Game + All DLC).esp
TTW_NoKarmaDCFollowers.esp
IMPACT.esp
FO4Crafting.esp
outsidebets.esp
FreesideOpenPatch.esp
Project Nevada - TTW.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
FafnirUniqueTTWOverhaul.esp
populatedcasino.esp
StripOpenMain.esp
1nivdogmeatoverhaul_1.esp
AlienPowerCell.esp
AnimatedIngestibles_0_5.esp
AnimatedIngestibles_0_5_SitOnly.esp
AnimatedDrinks_1_0.esp
ArmedToTheTeeth-NewVegas.esp
BetterAnchorageReward.esp
Broken Steel Enemy Rebalance.esp
bukas_better_safehouse.esp
IWR - Rebuilt.esp
GR123 - Remnants Bunker Home.esp
BUNKER13.esp
CASM.esp
CM Weather Config - TTW.esp
CombatEnhancer.esp
Companions Relax.esp
NCRTrooperOverhaul.esp
turrets.esp
Tailor Maid - TTW.esp
Crashed Vertibird Interior.esp
FlashlightNVSE.esp
FO4PowerArmor.esp
FOVSlider.esp
FO4PowerArmor-StealthSuitHelm.esp
Groundcover Overhaul.esp
HZFollowerCheatMenu.esp
JIP Realistic Weapon Overheating.esp
Tenpenny Tower Alternate Endings.esp
Near Death.esp
Kid.esp
LootMenu.esp
MuchNeededLOD.esp
Project Nevada - Dead Money.esp
Project Nevada - Gun Runners' Arsenal.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Lonesome Road.esp
Project Nevada - Old World Blues.esp
Project Nevada - WMX.esp
Readius_NV.esp
Realistic Portable Tent.esp
The Mod Configuration Menu.esp
TTW Followers Cheat Menu.esp
TTW PN supermutant fix.esp
WMX-ArenovalisTextures.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9da - Enemies - NPC Healing - low.esp
XFO - 9db - Enemies - NPC Healing - med.esp
XFO - 9dc - Enemies - NPC Healing - high.esp
Zan_AutoPurge_SmartAgro_NV.esp
Asurah_reanimation.esp
WMX_DLC.esp
WMX_Patch.esp
FNVLODGen.esp
tmzLODadditions.esp
FNV Realistic Wasteland Lighting - ENB Full.esp
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[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-

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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!

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  • 3 weeks later...

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.

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