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.32 ammo and Shotgun shells carried by raiders

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The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

.32 ammo and Shotgun shells carried by raiders

Post by The Unspeakable Horror » Wed Jan 29, 2014 12:03 pm

I keep running across these when I loot raiders. They're carrying the changed weapons and appropriate ammo for them; the old ammo is in addition. It's just raiders I'm finding them on. Everything else seems fine.


It's probably some holdout from one of my other mods, but darned if I can figure out which. Just thought I'd pass it along, just in case. The only other thread I found with this issue said it was fixed in 2.0.


[collapsed title=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

TaleOfTwoWastelands.esm=1

ClassicPack.esm=1

MercenaryPack.esm=1

TribalPack.esm=1

CaravanPack.esm=1

Advanced Recon Tech.esm=1

Detect Traps.esm=1

DWCNV.esm=1

New Vegas Redesigned II.esm=1

TTWInteriors_Core.esm=1

TTWInteriorsProject_Combo.esm=1

streetlights.esm=1

Project Beauty.esm=1

NevadaSkies.esm=1

oHUD.esm=1

TTW_StashPackOptions.esp=1

TTW_NoKarmaDCFollowers.esp=1

TTW_Bobbleheads.esp=1

TTW_MoreCookingItems.esp=1

TTW_XPReduction.esp=1

DarNifiedUINV.esp=1

The Weapon Mod Menu.esp=1

Centered 3rd Person Camera.esp=1

The Mod Configuration Menu.esp=1

PerkEveryLevel.esp=1

CONELRAD 640-1240.esp=1

Detect Traps - Perk.esp=1

Detect Traps - Traponator 4000.esp=1

Detect Traps - DLC.esp=1

Advanced Recon Gear.esp=1

Advanced Recon Tech.esp=1

1nivVSLArmors.esp=1

Advanced Recon Armor.esp=1

Advanced Recon Armor-Easier Stealth.esp=1

Advanced Recon Range Finder.esp=1

BlackWolf Backpack.esp=1

DWCNV-CS.esp=1

FlashlightNVSE.esp=1

NVR- Lore version.esp=1

New Vegas redesigned- Honest Hearts.esp=1

Delay DLC - TTW.esp=1

EVE FNV - ALL DLC.esp=1

1nivDWSLPatch.esp=1

MojaveExpressDynamic.esp=1

All Anchorage Armors Usable.esp=1

Advanced Recon Riot Gear Helmet.esp=1

HalfwayHouse.esp=1

Project Beauty- Broken Steel.esp=1

Project Beauty- Point Lookout.esp=1

ESRA-Essential Caravans.esp=1

TTW_OutcastTrading.esp=1

TTW_Companions_Essential.esp=1

TTW_SuperMutantRebalance.esp=1

NevadaSkies - TTW Edition.esp=1

Radar.esp=1

ESRA BHAD SyntekShelter108.esp=1

ESRA-Book and Magazine Sorter.esp=1

Bashed Patch, 0.esp=1

[/collapsed]


 


Bellum... bellum nunquam mutatur...


TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Open all your mods in Edit.

Post by TJ » Wed Jan 29, 2014 1:16 pm

Open all your mods in Edit. You need to have a look through all the Levelled Lists for every mod you have that's a converted FO3 mod. Any time you see one with .32 ammo in the list you're gonna remove it.


My project Dash is on Kickstarter!



The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Hmm... I'm not finding any

Post by The Unspeakable Horror » Wed Jan 29, 2014 2:40 pm

Hmm... I'm not finding any leveled list info in any of them.


My conversions:


Project Beauty.esm

All Anchorage Armors Usable.esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

ESRA BHAD SyntekShelter108.esp


The only thing that even touches raiders is Project Beauty, but that should only be changing hair and face data.


I'm going to give the game a try with it off and see what happens.


 


EDIT: No old ammo with it off, so it looks like that's it. Now to figure out how to fix it. And if I can't, it's not a huge deal. If nothing else, it's one more thing I can sell to merchants.


Bellum... bellum nunquam mutatur...


Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The Unspeakable Horror wrote

Post by Gribbleshnibit8 » Wed Jan 29, 2014 5:44 pm

[quote=The Unspeakable Horror]The only thing that even touches raiders is Project Beauty, but that should only be changing hair and face data.[/quote]


You found the answer by disabling it, but that's exactly the kind of thinking you can't have that it "ONLY" changes one thing. Changing hair and face data is a hard edit to the NPC records, and hard edits to the NPC records will override other changes. In this case you found that that mod, because it edits raiders, is causing the issue. The fix is to open it up with FNVEdit, find all the raider records it edits (should be fairly straightforward) and then find all the corresponding records in TTW and copy the TTW inventory edits over. Fairly simple, but time consuming work.



The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Actually, I found out that

Post by The Unspeakable Horror » Wed Jan 29, 2014 6:20 pm

Actually, I found out that wasn't it after all. After a couple hours of playing without it, I found some more. I've narrowed it down to just the raiders carrying the .22 revolvers and combat shotguns. I've also found .32 in a couple of ammo cans along with .22 ammo.


 


Edit: Getting even better. I reinstalled Project beauty, and now my game locks up right before the main menu. I tell you, it's just not my day.


Fixed that, at least. I forgot to make a backup of the converted file before I uninstalled. When I reinstalled, it was the original file, and needed conversion again. Derp.


Yet another edit: Updated to the most recent version of Chucksteel's TTWinteriors- "Fixes leveled lists in D.C. to no longer use .32 ammo." I'll test it after work. Hopefully this does it.


Bellum... bellum nunquam mutatur...


JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Didn't gribleshnibit already

Post by JaxFirehart » Wed Jan 29, 2014 10:09 pm

Didn't gribleshnibit already explain what the problem was and how to fix it?



The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Yes, and once I got Project

Post by The Unspeakable Horror » Thu Jan 30, 2014 3:24 pm

Yes, and once I got Project Beauty reinstalled and working again, I did that. The problem still persists, so I'm going to be digging into my other mods one by one way to see if I can track down the culprit. I was just hoping I wouldn't have to.


I appreciate the help. I wouldn't have the slightest clue where to start without it.


Bellum... bellum nunquam mutatur...


JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Ah I see, just wanted to make

Post by JaxFirehart » Thu Jan 30, 2014 6:10 pm

Ah I see, just wanted to make sure you saw what he said and all that.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Load all your mods in Edit.

Post by TJ » Thu Jan 30, 2014 7:04 pm

Load all your mods in Edit. Then you're gonna want to build reference info. Find the editor ID of the .32 round (wiki or dig through FO3/ TTW.esm). Click the referenced by tab down at the bottom. That'll list everywhere .32 is used. Anything lower than TTW.esm that references it will need to be changed.


My project Dash is on Kickstarter!



The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Cool, thanks. That makes this

Post by The Unspeakable Horror » Thu Jan 30, 2014 7:34 pm

Cool, thanks. That makes this a lot quicker.


Should I just remove them, or should I change them to something else?


Also, how do I remove them from raider's inventories?


Bellum... bellum nunquam mutatur...


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