So I just discovered that the texture for the Chinese assault rifle's are all messed up in my game. Couldn't find the fix in the forum's, I did see mention that it would be fixed in the next update. However that post was from June and I didn't find the dates for the versions in the change log. So I don't know if its something that still to come or if that was the 1.1a update that mentions weapon texture issues. I did a quick check by unchecking all of my plugins for both my FO3 and FNV mods, and the texture is still wrong. Would the next step be to uninstall all of my mods to find the conflict? Or is there some little thing I can edit in FO3 or FNV's GECK?
Texture issue with the chinese assault rifle.
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Wolfundersurface
- Posts: 9
- Joined: Sat Nov 02, 2013 7:06 am
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Post your load order, that is
Post your load order, that is very useful information; there are too many possibilities to know without one.
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Wolfundersurface
- Posts: 9
- Joined: Sat Nov 02, 2013 7:06 am
Lets see, FO3 load order is
Lets see, FO3 load order is as follows:
Fallout3
Anchorage
ThePitt
BrokenSteel
PointLookout
Zeta
Then the FNV load order is:
FalloutNV
DeadMoney
HonestHearts
OldWorldBlues
LonesomeRoad
GunRunnersArsenal
CaravanPack
ClassicPack
MercenaryPack
TribalPack
Fallout3
Anchorage
ThePitt
BrokenSteel
PointLookout
Zeta
TaleOfTwoWastelands
Both FO3 and FNV have mods installed, I didn't list any of those because, well theres a lot. However, they are all loaded after the listed esm's. I've also run FO3edit and FNVedit which did fix the issue of my super mutants not using their assault rifles.
Hope this helps, thank you.
B Roche
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plumjuice
- Posts: 460
- Joined: Wed Dec 12, 2012 11:59 am
It does not help, not in the
It does not help, not in the slightest. Post your actual load order, not the abridged version.
Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help
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Wolfundersurface
- Posts: 9
- Joined: Sat Nov 02, 2013 7:06 am
FO3:
[collapsed title=Fallout 3 LO]Fallout3
Anchorage
ThePitt
BrokenSteel
PointLookout
Zeta
unofficial fallout 3 patch
EVE
Mothership Vrew
AQFH
AQFH_C_103
AQFH2
AQFH3
NotSoFast
EVE
EVE Operation Anchorage
Fellout-pipboylight
Fellout-Full
Fellout-Anchorage
Fellout-BrokenSteel
Fellout-BrokenSteel
Fellout-PointLookout
Fellout-Zeta
3EFhelmlessstealthsuit
all_but_AQFH
[/collapsed]
[collapsed title=Fallout NV LO]FalloutNV
DeadMoney
HonestHearts
OldWorldBlues
LonesomeRoad
GunRunnersArsenal
CaravanPack
ClassicPack
MercenaryPack
TribalPack
Fallout3
Anchorage
ThePitt
BrokenSteel
PointLookout
Zeta
TaleOfTwoWastelands
OWNB - Open World
AWorldOfPain(Preview)
NVStripOpen
Project Nevada - Core
Project Nevada - Equipment
oHUD
MikotoBeauty
DFB - Random Encounters
Project Nevada - Rebalance
Project Nevada - Cyberware
FINAL Seachlight Airport NCR
SomeguySeries
TTW_StashPackOptions
TTW_Bobbleheads
TTW_MoreCookingItems
The Mod Configuration Menu
Veronica_nerdy
Better Burned Man
OWNB - Red Canyon Overhaul
NewVegasBounties
NewVegasBountiesII
Power Armor Training Perk
pipboy2500_edisleado
psychoelfs lev stripping
SignatureArmor
SignatureWeapons
psychoelfs ammo crafting
Improved Throwing1
Boacombat2glove
Collossus NV
EMR_StealthSuitMkII
FlashlightNVSE
Glove_be_gone
NCR Ranger Helmet Neck Cover
NCR Reamament v 1.5 (Lore)
RCSS
AWOPDeadMoney
Follower Home Marker
NVBabyDeathclawCommander
NVWillow
Invisibility for No Reputation
UsableCigarettes nenunen Ver for New Vegas
WeaponModsExpanded
WMX-AWOP-Overhaul
Project Nevada - WMX
WMX-DeadMoney
WMX-HonestHearts
WMX-OldWorldBlues
WMX-LonesomeRoad
WMX-GunRunnersArsenal
WMX-PreOrderPackClassic
WMX-PreOrderPackCaravan
WMX-PreOrderPackMercenary
WMX-PreOrderPackTribal
EVE FNV - ALL DLC
WMX-EVE-AllDLC
Fellout
Fellout-OWB
frienofnightforfellout
MikotoBeauty
Lone Gunman's Tools of Trade
ClearWindows
Continue After Ending V1.9
Covered Face For Less Reputaion
EVE FNV - NO GRA
EVE FNV _ NO DLC
Illuminous
no ravens on radar
Roit Gear Neck Cover
EMR Stealthsuit v3.0 - Project Nevada Patch
StripOpenMain
WMX-EVE-NoGRA
WMX-EVE-NoDLC
AWOPDeadMoneyVendorPatch
TheLozza's_Gasmasks
all
[/collapsed]
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Thatchor
- Posts: 389
- Joined: Tue Oct 15, 2013 10:31 pm
Oh wow, lots of mods... I get
Oh wow, lots of mods... I get the texture issues too, although I fixed it myself, but the only mod I use that you use is Project Nevada. Something to do with the Equipment Module perhaps? I'll look into it later and release a patch if necessary.
Now... on another note. You load order needs serious work. A quick glance and I noticed:
(1) You're using multiple Fellouts. There is a combined Fellout on the forums.
(2) If you are use all those WMX, may as well download WMXUE instead. (It's in the MISC section of the downloads.) Make sure you grab the correct patchs.
(3) There is also a combined EVE on the forum. I'd grab that too.
(4) The ranger neck cover mods are fixed in Project Nevada I believe. If you're using Project Nevada, you may want to grab the my PN patches.
(5) Also, many of your mods are contained in NVEC Complete, so I'd recommend looking into that, just make sure you grab the respective TTW patch. Load the combined EVE after NVEC Complete (it should be loaded high in your load order anyway), and it'll work just fine).
I'd also start a new game after installing/reinstalling all these.
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Wolfundersurface
- Posts: 9
- Joined: Sat Nov 02, 2013 7:06 am
Thanks Thatchor I'll
Thanks Thatchor I'll definitely start looking into each of your suggestions.
- LT Albrecht
- Posts: 182
- Joined: Wed Sep 19, 2012 8:50 pm
Don't grab the combined EVE,
Don't grab the combined EVE, I keep finding flaws with it. It breaks:
-Embedded weapons added in New Vegas (all securitrons will only have the melee claw attack)
-Tenpenny tower penthouse level.
That said, the embedded weapons thing would probably be fixable with a merged/ashed patch. but it's just poor form as-is. They're relatively easily quick-fixable in FNVedit if you're prepared to sacrifice a few things. Deleting the embeddedweapons list fixes the securitrons but causes the custom gutsies not to be able to use their new weapons, the tenpenny cell problem can be fixed in a similar manner by deleting EVE's edits to the cell.

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Wolfundersurface
- Posts: 9
- Joined: Sat Nov 02, 2013 7:06 am
Thanks Albrecht I'll keep
Thanks Albrecht I'll keep that in mind.
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Niar26
- Posts: 57
- Joined: Tue Jun 11, 2013 2:41 am
I can actually help you out,
I can actually help you out, if you can link us a screenshot of the chinese assault rifle how it appears in-game, there are many bugs i had with it, maybe it's one of those ones, and if it is, i can understand that by looking at the weapon screen shot:)