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Missing Textures or something? I'm not sure


DarkDraco2704

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I'm having issues with the walls and floors around the capital wasteland in ttw I've fiddled with all my texture mods to see which one is causing it and even with all of them off it is still doing it

 

|||||| Video of the issue |||||

Load Order
FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
CaravanPack.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
TaleOfTwoWastelands.esm=1
YUPTTW.esm=1
Project Beauty.esm=1
BraveNewWorld.esm=1
New Vegas Redesigned II.esm=1
FreesideOpen.esm=1
WMR.esm=1
NVStripOpen.esm=1
TTW Reputations.esm=1
YUP - Base Game + All DLC.esm=1
TTWInteriors_Core.esm=1
TTWInteriorsProject_Combo.esm=1
Interior Lighting Overhaul - Core.esm=1
Interior Lighting Overhaul - L38PS.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
NVR- Lore version.esp=1
Voice dissonance fix.esp=1
BraveNewWorld-YUP.esp=1
CCSP2_5d.esp=1
TTW Lone Courier Dialouge - DC Origins.esp=1
TTW Lone Courier Dialogue - Vegas Origins.esp=1
Easy Hacking.esp=1
FOVSlider.esp=1
LootMenu.esp=1
LFox Missing Ammo Recipes ALL DLC.esp=1
FreesideOpenPatch.esp=1
BraveNewWorld-FreesideOpen.esp=1
outsidebets.esp=1
BraveNewWorld-OutsideBets.esp=1
populatedcasino.esp=1
WMR_DeadMoney_R.esp=1
WMR_DeadMoney_S.esp=1
WMR_GunRunnersArsenal_R.esp=1
WMR_GunRunnersArsenal_S.esp=1
WMR_HonestHearts_R.esp=1
WMR_HonestHearts_S.esp=1
WMR_LonesomeRoad_R.esp=1
WMR_LonesomeRoad_S.esp=1
WMR_OldWorldBlues_R.esp=1
WMR_OldWorldBlues_S.esp=1
WMR_Vanilla_R.esp=1
WMR_Vanilla_S.esp=1
The Mod Configuration Menu.esp=1
StripOpenMain.esp=1
EVE FNV - ALL DLC.esp=1
IMPACT.esp=1
boa ncrpahelmet.esp=1
Boacombat2glove.esp=1
dD - Enhanced Blood Main NV.esp=1
TeslaWeaponsPack.esp=1
WMIMNV.esp=1
Vurt's WFO.esp=1
Asurah_reanimation.esp=1
WeaponJammingNoReloadJams.esp=1
HZSmoothLight.esp=1
ILO - Tale of Two Wastelands.esp=1
ILO - YUP Patch.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1

 

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That video appears to show a "lighting" issue rather than one of textures. I notice you do not have a "Merged Patch" file and are using TTW. Be sure you check their FAQ for incompatibilities.

 

* 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.

 

Edit: are you using a "post processor" such as ENB/Reshade? If so please see the 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

-Dubious-

Edited by dubiousintent
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In addition to what Dubious said, give this mod a shot: Improved Lighting Shaders: https://www.nexusmods.com/newvegas/mods/69833 .

 

From the description:

"xNVSE plugin that almost completely fixes the exterior lighting bug, and allows up to 4x the number of active lights!"

 

The author goes into detail and notes that there were limitations on the maximum number of lighting sources available per exterior cell - shadow problems such as you have posted should be resolved with the mod.

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