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NV Does Not Start After Train & Overlapping Super Mutant Textures

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Sarcasm
Posts: 43
Joined: Fri May 03, 2013 5:11 am

NV Does Not Start After Train & Overlapping Super Mutant Textures

Post by Sarcasm » Tue May 27, 2014 6:50 pm

I have two problems at the moment. They both seem familiar to me but a search turned up nothing on both.


 


First, my New Vegas story does not start after taking the train there from DC. I flip the train switch, Nine Years Later splash appears, New Vegas intro plays, and I appear in bed in Doc Mitchell's house with him staring at me. Nothing further happens.


 


Second, the New Vegas super mutants have both the FO3 and FNV textures overlapping simultaneously. The FO3 super mutants appear to be fine.


I reinstalled TTW not long ago to try and fix the New Vegas start, but the problem survives. Help on either or both would be lovely.


Windows 7, i5, 16GB RAM


Fallout 3 GOTY Steam


Using NV Anti-Crash, NV Stutter Remover, Sheso's Memory Thing, 


Nexus Mod Manager 0.49.1 (Not sure why it says .1 since I installed .7 a few days ago)


I removed the Install Info since it was irrelevant to what's going on at the moment. I reinstalled TTW via NMM. 


Attached screenshots of the overlapping textures and Doc Mitchell's everlasting stare.


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Sarcasm
Posts: 43
Joined: Fri May 03, 2013 5:11 am

Umm, what is wrong with the

Post by Sarcasm » Tue May 27, 2014 6:55 pm

Umm, what is wrong with the spoiler ?



Drewkey
Posts: 45
Joined: Mon Aug 12, 2013 9:57 am

That install of TTW aborted,

Post by Drewkey » Tue May 27, 2014 8:13 pm

That install of TTW aborted, just look at the last line.


The names of the missing files look wrong but someone from the team should know better, I think you probably need to start again from square one with fresh installs.


You have 124 masters and plugins but no merged patch or bashed patch ?!? It's a wonder you managed to make it as far as the Train. I would suggest that you install Wrye Flash and build a bashed patch once you have reinstalled everything... it should make the game behave a lot closer to what the mod authors intended and hopefully correct your glitches.



Sarcasm
Posts: 43
Joined: Fri May 03, 2013 5:11 am

Well I definitely won't be

Post by Sarcasm » Tue May 27, 2014 10:28 pm

Well I definitely won't be starting over from a fresh install, but I reverted to my previous one before the TTW reinstall that failed. I put much time into sorting the load order and in several hours of testing gameplay I've had 0 crashes, so the number of plugins isn't a problem, at least not yet. Half of the plugins are from the FOOK-PN Convergence anyway. I don't know how to make a bashed patch since I never found a guide that was quick and easy to show how. I was going to make a merged patch, but wanted to resolve these issues first. Would making the patch potentially solve either?



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Fix your spoiler and read the

Post by plumjuice » Tue May 27, 2014 11:24 pm

Fix your spoiler and read the FNVEdit training manual.


The Doc Mitchell bug is mod related but Im sure as shit not going to try and read your load order.


The mutant texture glitch is something I havent heard before though. I would guess it has to do with an incorrectly installed texture replacer.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Sarcasm wrote:

Post by Risewild » Wed May 28, 2014 1:43 am

[quote=Sarcasm]


 


Well I definitely won't be starting over from a fresh install, but I reverted to my previous one before the TTW reinstall that failed. I put much time into sorting the load order and in several hours of testing gameplay I've had 0 crashes, so the number of plugins isn't a problem, at least not yet. Half of the plugins are from the FOOK-PN Convergence anyway. I don't know how to make a bashed patch since I never found a guide that was quick and easy to show how. I was going to make a merged patch, but wanted to resolve these issues first. Would making the patch potentially solve either?


[/quote]


Too many plugins doesn't mean CTD, a lot of weird things happens when someone has too many plugins, many are actually mesh and texture related, like missing textures and meshes, wrong textures applied and so on.


But I agree with Plum, it seems like you might have a texture replacer not working properly, and the Doc Mitchells is usually indeed because of mods, but that load order just gave me a headache so I couldn't even check it, a tip is to get your load order and use pastebin.com, that way it is nice and clean to be read wink.


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Sarcasm
Posts: 43
Joined: Fri May 03, 2013 5:11 am

Ah you're right, I turned off

Post by Sarcasm » Wed May 28, 2014 7:54 am

Ah you're right, I turned off everything but TTW and the game .esm's and FNV started correctly. It did not, however, fix the overlapping super mutant textures - those still persisted. I'm using NMC's Texture Pack but I can't imagine how NMM could install a texture pack incorrectly, is that possible? Uninstalling NMC did not fix the overlapping textures anyway.


 


You say to read the FNV training manual, for what? That's pretty general since the manual is big, what do you suggest I look for in it? I know how to make a merged patch both automatically and manually, I just haven't done it yet because I wanted to solve these two issues first. Would making the patch potentially solve either?


 


And is merging esp's using Wrye the only way to get FNV and Doc Mitchell to start correctly?


 


 


Thanks for the pastebin suggestion, here is my load order in a readable format.


 


Edit: Solved the broken FNV start. It was actually TTW_StartupMenu.esp that was causing FNV to not start correctly. Not sure what that .esp does.  Also linked load order after making 1 minor change.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Export you load order and

Post by plumjuice » Wed May 28, 2014 8:18 am

Export you load order and attach it as a .txt, or upload it to dropbox or put it on pastebin.


I suggested you read the xedit manual because I've decided to do that with all questions that come from users with mods. Its not like it would have a detrimental effect.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

If you don't know what TTW

Post by Risewild » Wed May 28, 2014 8:47 am

If you don't know what TTW_StartupMenu does then why were you using it?


Well that .esp makes it so you have a menu in the beginning of the game to choose if you want to start in Vault 101 or Doc Mitchell's house . I tested it quickly and I didn't see anything that could have conflict, unless of course you used it, pick to start in vault 101 and then take the train to NV and forgot that it was still active since it is just a mod to choose where to start, my advice is to not enable it if you want to start the Fallout 3 side of TTW and if you have it enabled, then disable after you start the game because I guess it will cause problems based on what you just told us .


By the way that .esp is kinda of experimental, since TTW is not yet meant to start in NV, and using it might cause problems, it exists because some people wanted the option to start in NV instead of DC and so Thermador went to all the effort to make a plugin to allow that for those people but it is much "use at your own risk" as he said in big red Warning notes in his thread here.


Oh I almost forgot, about the Super Mutants, well I have no idea why it is happening but here is a guess, in your Fallout New Vegas directory go to:


Data\textures\creatures\


if you have a folder called "smspinebreaker" try to get rid of it and see if that works.


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Sarcasm
Posts: 43
Joined: Fri May 03, 2013 5:11 am

Ohhh I see now. I do remember

Post by Sarcasm » Wed May 28, 2014 9:35 am

Ohhh I see now. I do remember getting that .esp now. I had the problem where new games were starting in New Vegas, and after goolging it I saw that .esp as a solution. I didn't realize you have to disable it after starting, whoops! Thanks. I solved that issue by reinstalling TTW via NMM


 


I deleted that folder as you instructed but saw no visible change in-game. I'm using a conversion of Mart's Mutant Mod that is posted on this forum, and MMM has its own smspinebreaker folder. I deleted that too, and the FO3 mutant textures were all messed up looking underneath the FNV textures. Am I correct in calling out MMM as the culprit behind this texture issue? Do you have any suggestions on how to fix it? Thanks for the help thus far


 


To shed some light on this problem here are some pictures with certain texture folders commented out / deleted.


With both textures\creatures\spinebreaker and mmm\creatures\spinebreaker intact


deleted textures\creatures\spinebreaker


deleted textures\mmm\creatures\spinebreaker


deleted both


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