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Bad Rendering/Weird Black Polygons on DLC terrain


Matsukaze9090

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So, I've seen some bad rendering and weird black polygons appearing on terrain in Dead Money and Honest Hearts. Don't know about the other DLCs since I haven't tested them yet. Worth noting that all mods that add new worldspaces that I've tested don't have any issues.

 

Tried many similar situations online, none of the fixes worked. Only thing that did get rid of the shapes was the command "SLP 0", which got rid of a lot more than just the black polygons.

I've taken screenshots of the polygons in Honest Hearts, but not of the bad rendering. Also, I haven't taken any of Dead Money, since I had decided to just accept it and try my best to ignore it, but now it's impossible.

 

Screenshots: https://imgur.com/a/bgYgTkE (couldn't attach them to this post for some reason)

 

EDIT: I figured it out, the LODs generated by xLODGen were the issue. Removing them fixed the problem.

 

Load Order (P.S.: I have more than 139 plugins activated, but I've downloaded a NVSE plugin (https://www.nexusmods.com/newvegas/mods/68714?tab=description) that allows me to go over that limit, and I haven't have a single issue with it so far) :

 

# This file was automatically generated by Mod Organizer.
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
NewCalifornia.esm
Advanced Recon Tech.esm
ArizonaOverhaul.esm
Project Beauty.esm
New Vegas Redesigned 3.esm
Functional Post Game Ending.esm
Rebuild the Capital.esm
Factions Reloaded - Merge.esm
AWorldOfPain(Preview).esm
TTW Reputations.esm
TLD_Travelers.esm
Momod.esm
AWorldOfPainFO3.esm
Regulators.esm
TTW New Vegas Speech Checks.esm
enclavebunker.esm
AnotherInteriorMod.esm
AWOPMonsterPatchVanilla.esm
CFWNV.esm
domecity.esm
Niner.esm
AWOPDeadMoney.esm
NVWillow.esp
RHKGilbertCompanion.esm
VanessaFollowerNV.esm
More Perks.esm
More Perks for Honest Hearts.esm
More Perks for Dead Money.esm
EZ_CompanionNVSE.esm
More Traits.esm
Alton, IL.esm
Bitter Springs Redesigned.esp
MikotoBeauty.esm
Children of the Wasteland.esm
Decrucifixion.esm
EZ_CompanionNVSE_Killable_Normal.esm
FCOMaster.esm
Gomorrah Redesigned v2.esp
More Perks for Old World Blues.esm
More Perks for Companions.esm
NevadaSkies.esm
oHUD.esm
SolidProject.esm
SomeguySeries.esm
TTW New Vegas Speech Checks - TTW Reputations Patch.esm
Tales from the Burning Sands.esm
WARZONES - Misanthropy Pure.esm
Run the Lucky 38.esm
Shogo_Heavy_Industries.esm
Weapons.of.the.New.Millenia.esm
YUP - NPC Fixes (Base Game + All DLC).esp
Performance Of The Gods.esp
Better Game Performance.esp
Arizona-YUP.esp
Clean-Deluxe FNV.esp
HumanPlaguePerk.esp
HarderThan.esp
outsidebets.esp
WelcometoHellMerged.esp
AltonSilentEdit.esp
More Perks Update.esp
Wellcometohell.esp
The Torn City.esp
NVR3_YUP Patch.esp
delilah.esp
FollowsChalkFollower.esp
DogGodFollower.esp
Functional Post Game Ending - AWOP Patch.esp
LegionLoreFriendly.esp
AWOPMonsterPatchVanilla.esp
BLEEDNV.esp
Hardened-MoMod.esp
New Vegas Redesigned 3 Path Fixing.esp
TiesThatBind.esp
desmond companion.esp
Shadow of the Behemoth.esp
NewVegasUncut 123457 Merged.esp
WakingCloudFollower.esp
JGrahamCompanion.esp
Unofficial Patch Plus.esp
lexx_brahmin-betsy.esp
ArizonaArmy.esp
FO3 MV Test 2.esp
Ryan Olsen.esp
MainStoryAlterations.esp
MTB.esp
WelcometohellOWB.esp
NewVegasBounties.esp
1nivVSLArmors.esp
Russell.esp
Functional Post Game Ending - Outside Bets Patch.esp
1nivVSLArmorsTTWLevelLists.esp
FactionWastelandPresence.esp
jocelyn.esp
Portable Bedroll - Well Rested.esp
WelcometohellHH.esp
T60.esp
AWOPDeadMoneyVendorPatch.esp
FO3WeaponsRestoration.esp
TrooperOverhaul-Dragbody.esp
ADAM Complete.esp
ADAM - MERGE.esp
ChristineFollower.esp
Caesars_Legion_Overhaul.esp
Delay DLC - TTW.esp
[JD] AWOP Voices.esp
More Traits Update.esp
Man's Best Friend.esp
More Perks for Honest Hearts Update.esp
MM Barg.esp
XSquad.esp
Arizona-OutsideBets-Patch.esp
IncreasedLegion1_1.esp
ArizonaFPEGPatch.esp
hunter.esp
NVR3_TrooperOverhaulDragbody Patch.esp
NCR Rearmed.esp
RPD.esp
Weapons.of.the.New.Millenia.Store.LITE.esp
Delay DLC - DM + HH + OWB + LR + GRA.esp
MikotoBeauty.esp
FNC MV test 2.esp
Paulson.esp
Paulson2.esp
RoxieFollower.esp
Jorge Companion.esp
MoreNiner.esp
3DNPC_HopeLies.esp
Dog_City3.esp
NCRTrooperOverhaul.esp
ADAM - Trooper Gloves.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
jarelle_perk_and_traits.esp
Bouncing Natural Breasts.esp
NVR3_ArizonaArmy Patch.esp
NVR3_OutsideBets Patch.esp
YourLittleBrotherJake.esp
Free the Slaves.esp
Decrucifixion.esp
Mutant horde.esp
Caesars Freeside Shop.esp
KerberosPanzer.esp
DragonskinTacticalOutfit.esp
NewCalifornia DLC Control.esp
WorkingCrimsonCaravanTraders.esp
Functional Post Game Ending - YUP Patch.esp
TLD_UnderpassDisabler.esp
NCR Power Armor.esp
Decrucifixion - More Victims.esp
CourierRangerArmorV2.esp
HairPatcher.esp
Willow by Dracomies v2.esp
Better Burned Man.esp
GomorrahProstituteEnable.esp
CheckpointGary.esp
ChildSoldiers.esp
dressup.esp
Unofficial Patch Plus - Addendum.esp
zzjayHairsFNV.esp
AWOP Interim Fixes.esp
Hardened-AWOP.esp
AWOP-MoMod.esp
AWOP-NVR3.esp
Bash_Spread.esp
Better Casinos.esp
CourierRangerArmorAdvReconEmergencyPatch.esp
Dark Justice Duster.esp
DLC Weapon Integration.esp
DragonskinBonusPack.esp
Followers Ready To Fight - Unlimited Companions.esp
Galil.esp
HacksawM249.esp
Hardened-AWOP-MoMod.esp
HarderThan-HH.esp
HarderThan-IncreasedPerformance.esp
JIP Companions Command & Control.esp
LightUpAndSmokeThoseCigarettes_edisleado.esp
lightupandsmokethosecigarettes_dm.esp
LiveDismember.esp
RWD-NV v1.3 [Alternative Version].esp
M60.esp
M60_belt.esp
M60_belt_grunt.esp
M60_grunt.esp
MoMod-MCMMenu.esp
MoMod-NightSpawn.esp
MoMod-NightSpawn-HarderThan.esp
More Perks for Companions Update.esp
More Perks for Dead Money Update.esp
More Perks for Old World Blues Update.esp
NVR3_1nivVSLArmors Patch.esp
NVR3_ADAMTrooperGloves Patch.esp
NVR3_UnofficialPatchPlus Patch.esp
OldCourierDuster_Replacer.esp
PerkEveryLevel.esp
pipboy2500_edisleado.esp
pipboyx6.esp
PKM.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Realistic Lead - Bullet Ballistics.esp
ReturnCompanions.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
Threshold.esp
TTW - Bottle That Water.esp
Misc Merge.esp
ME - Highway Road Stop.esp
ME - Primm.esp
Call Of Duty.esp
The Lucky 38 Empire.esp
FP gun follows crosshairs.esp
Shogo Heavy Industries Grammar Patch.esp
MidwestBosFaction.esp
NVDLC04 Allegiance w Duster.esp
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
Weapons.of.the.New.Millenia.Leveled.Lists.esp
WelcometohellLR.esp
FNVLODGen.esp
NevadaSkies.esp
NevadaSkies - Ultimate DLC Edition.esp
Roberts_NewVegas.esp
New Vegas Redesigned 3.esp
FCO - PathFixing Vanilla.esp
TemuJimMod0_9.esp
ArmedToTheTeeth-NewVegas.esp
Clarity.esp
Dead Money fix test 1.esp
Player Vertibird.esp
NewVegasBountiesII.esp
NV Merge.esp

Edited by Matsukaze9090
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* Don't install every optional file for a mod. 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.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders, but it is a "crutch". (The "Tale of Two Wastelands" site has A Guide for NOT using LOOT for those interested in learning how to manually manage their "load order" for themselves.) Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and are treated as "compatibility patches" to the base game because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* 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.

* "Merge[d] 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.

You may find the "photo gallery" tutorial Editing records in FNVEdit using ''creature alteration'' for the example to be helpful with the basic process.

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.)

 

Just realized "NV Merge" is probably your manually created merge patch.

There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details.

 

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 set it up. 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" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide".

-Dubious-

Edited by dubiousintent
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