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Big red ! for H&H tools nail gun

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Dragonflight
Posts: 13
Joined: Thu Apr 16, 2015 12:34 am

Big red ! for H&H tools nail gun

Post by Dragonflight » Fri Apr 17, 2015 1:02 am

Not sure how this happened. I was thinking it might be the simplest to just extract the NIF file from the esm and put that in the data directory. Not sure how to do that, however.


I've tried disabling weapons of the new millenium already, no change. I've checked the meshes and textures directories in the DATA directory, and there's no file there named for the gun which could be messing things up. I'm confused as to what could have happened there. I checked via the GECK, and confirmed that yes, the original model is still there, and my Lonesome road ESM is still unaffected. It's something else in the load order that's messing it up. Makes me think I should create a dummy entry just to re-enable the nail gun at the bottom of the list, or something.


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

-Totally unrelated but you

Post by plumjuice » Fri Apr 17, 2015 5:07 am

-Totally unrelated but you should probably ditch readius.


-You should get rid of all your wmx stuff and get TTW WMX from this forum.


-Get rid of all the More Perks stuff and get the merged version from the NVEC page.


-Personal preference, but Id get rid of fellout and get RWL from this forum.


-What is this "weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp"?


-What is this "DLC WITM - Complete.esp"?


-You should get PN Extra Options from nexus.


-You should get TTW Fixes from this forum


Your particular issue is probably something touching the H&H when it shouldnt. Or a really badly installed WMX I guess.


EDIT I sort of glazed over when I read your post, so I missed it the first time: Checking for conflicts with GECK is a painful process. Im not even sure how youd go about doing it properly. You should have used FNVEdit.


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



Dragonflight
Posts: 13
Joined: Thu Apr 16, 2015 12:34 am

I've checked into the Readius

Post by Dragonflight » Fri Apr 17, 2015 9:21 am

I've checked into the Readius and the "familiar friend" mod, and they seem to be built on the same logic. When I reviewed the Familiar Friend youtube video, the interface support seemed to be directly cut from the Readius. So aside from a visual shell, is there any logical difference under the hood?


WMX... I'll look into that one. As for More Perks, I happen to like the perks it provides. If the NVEC merged version doesn't provide it, I'd keep using the old one.


As for the visuals, I like what fellout does for the wastes. Yes, it tends to make the nighttime extremely dark, but to be honest, you walk out into the woods at 3am with no convenient light sources nearby, you'll be lucky to see past the end of your nose. It's a lot more realistic, and provides a real reason to pick up a visor, or the night vision enhancements.


The unified distribution esp for "Weapons" modifies the loot lists so that the weapons the mod provides can be found on corpses, in boxes, etc. Same for DLC WITM. That one adds the DLC weapons into the main game's loot lists. So that you can find the nail gun, for instance, in toolboxes in the wasteland, instead of only in the Lonesome Road DLC.


PN Extra Options introduces some changes to Project Nevada that I'm actually not sure I want. Some of the cybernetic enhancement changes seem like a step backwards for me, as if they felt they needed to weaken the advantages provided or something. I don't need that in my game.



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

Oh, youre the guy from that

Post by plumjuice » Fri Apr 17, 2015 9:57 am

Oh, youre the guy from that other thread with too many plugins.


I havent looked at the backend of either readius or Familiar Friend, which is why I didnt recommend a switch but a removal. Doing it on a current save is a bit tricky iirc, so may as well save it for your next playthrough if you've already done tranq lane.


The merged version of More Perks from NVEC doesnt change any of the perks afaik, just merges them all into one plugin. Any changes it could concievably make would be easy to revert with fnvedit.


As i said, the RWL switch was personal preference, but if your main reason for using fellout is darker nights, pretty much every lighting overhaul does that and RWl is no exception. Its also more recently updated, with a properly done TTW version instead of a merge + cleanup that fellout has.


PN EO is just as modular as PN. It also has a merged plugin for the PN DLC additions so they dont take up 5 slots.


DLC WITM allows npcs to use the industrial hand. Ive no idea why they cant in the base game, but it may cause you issues at some point.


You have loads of what I personally consider junk in you load order and Im never going to download it all to check, so:


1. Get FNVEdit if you havent already


2. Load you entire load order


3. Right click any plugin on the left pane


4. Select other, then Create Merged Patch


5. Wait for it to finish then close fnvedit


^^This is mandatory for a load order with mods. Even more so with the number you have.


6. Start your game, check if H&H is still broken.


7. If it is, load entire load order in FNVEdit again. Expand the FalloutNV.esm


7. Expand Weapons


8. Click the "Name" column header to sort everything by name


9. Find H&H Tools Nail Gun and left click on it


10. See which mods edit it in the right pane.


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



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

Readious and AFF are both

Post by TJ » Fri Apr 17, 2015 1:34 pm

Readious and AFF are both more or less the same. AFF has some fixes that are not available in Readious. Neither mod is set up for instances when the game removes your pipboy, so both will have problems with TTW. 


My project Dash is on Kickstarter!



Dragonflight
Posts: 13
Joined: Thu Apr 16, 2015 12:34 am

Found it in WMX. Disabling

Post by Dragonflight » Sat Apr 18, 2015 1:10 am

Found it in WMX. Disabling that bunch of mods restored the model. I may check the TTW version, or just keep it out. I added that one recently on a lark, so I'm not attached to the extra mods or anything.


Thanks for the instructions on using FNVEdit. It was tremendously useful.


Edit: Oh, the question of where I am in the game came up recently. I'm actually right at the beginning. I've got a save still which is pre-Readius, which I could restore and use if it was necessary. I see the current playthrough as a test play, to make sure everything works.


I'll check the RWL mod as well. What I like with Fellout is the more realistic darker nights, as well as removing the green and orange filters from FO3 and NV. I basically agree with the idea that after 200 years, there wouldn't be any more fallout haze in the air. And removing the filters makes for a visually nicer game.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Realistic Wasteland Lighting

Post by RoyBatty » Sat Apr 18, 2015 4:29 pm

Realistic Wasteland Lighting is MUCH better than Fellout. I highly recommend it, it also has 0 impact on performance.


 


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

Generally speaking, a one

Post by JaxFirehart » Sun Apr 19, 2015 2:01 am

Generally speaking, a one word response, especially an acronym, is considered spam. Would you care to expand upon your response, or should I just delete it as spam?



Dragonflight
Posts: 13
Joined: Thu Apr 16, 2015 12:34 am

Well, I've tried both, and

Post by Dragonflight » Sun Apr 19, 2015 8:27 am

Well, I've tried both, and they both cover the basics. They improve lighting quality significantly, they eliminate the thick green haze in FO3 (and presumably the soft orange haze in the Mojave.) And they do a nice job with nighttime illumination.


I think I may keep RWL in play, however. The big reason I'm thinking of switching to it from Fellout was what happened while tooling around in Megaton earlier today.


It started snowing.


This is obviously part of the weather mod for RWL, which Fellout doesn't have. But the sheer incongruity of *snow* in the game caught me totally off guard and made me smile. Plus, later that day, seeing dark clouds on the horizon as the sun sets... Little things like that really add to the immersion. Stuff that Fellout doesn't do. Although I did eventually discover a little detail RWL does which is a tad silly. Megaton has its own weather pattern. It can be snowing heavily inside Megaton, and then I step outside, and it's bright and sunny. But that little detail aside, it's a very nice mod.


NVEC with NVCE was a bit of a miss for me. I had to use the merged Perks pack independently of NVEC, because when I enabled NVEC, the game would just play the intro music and sit on the startup screen forever. So there's something in NVEC my game doesn't like. But I can run EVE and the Merged Perks independently, so it's not much of a loss.



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

The merged version of More

Post by plumjuice » Sun Apr 19, 2015 9:18 am

The merged version of More Perks on the NVEC page is a seperate mod from NVEC proper. NVEC (and MMUE) are bad for TTW. Not starting up at all is probably the best thing to happen so that you dont put 10 hours into a save and find out some parts of the game are broken.


@Mario how do you get land textures in the sky from RWL?


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



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