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Tenpenny Tower texture issues

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EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

Tenpenny Tower texture issues

Post by EverChosen208 » Thu Jun 15, 2017 5:55 am

I have some missing textures in Tenpenny tower. The lobby is practically filled with exclamation marks as you can see, but I have no idea what is missing. everything seems to be the way it was in vanilla so I'm stumped as to what is supposed to be where the red blobs of doom are.


Load order: https://pastebin.com/4YERbuqE


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Those are not missing

Post by RoyBatty » Thu Jun 15, 2017 8:48 am

Those are not missing textures, they are missing light meshes.


Remove Zan's autopurge, this mod is not compatible with TTW or anything else for that matter.


See our performance guide to setup the game's built in purging.


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EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

My mistake. But with that

Post by EverChosen208 » Thu Jun 15, 2017 11:06 am

My mistake. But with that knowledge I still have no idea how meshes for light could be missing or how to fix it.


I've removed Zans autopurge. It wasn't causing any issues so far but It didn't really fix anything either, removing useless plugins did. Thanks for the warning.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Disabled plugins count to

Post by RoyBatty » Thu Jun 15, 2017 5:13 pm

Disabled plugins count to towards the mod limit. You probably had too many and that's why you were getting the too many plugins symptoms.


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EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

I've deleted all my unused

Post by EverChosen208 » Fri Jun 16, 2017 3:03 am

I've deleted all my unused plugins, and I'm still getting the missing meshes. I have no idea what to do or what's causing it. 37 hours in and this is the first time this has happened 



EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

Fixed it, found out you could

Post by EverChosen208 » Fri Jun 16, 2017 10:05 am

Fixed it, found out you could disable each one glueing console. It was just single beams of light missing for some reason



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I was thinking you could go

Post by Mystical Panda » Fri Jun 16, 2017 12:37 pm

I was thinking you could go into the console, click on the "light" mesh (the one that's missing) and get an object ID, then use that ID and load the plugins up in the CK (make sure you have multiple masters set), or xEdit (the one for Fallout NV) and lookup that ID. That'll might help you locate the record. If it's being overwritten within an esp it should show up, if not, it could point you to the mesh name that you can use to investigate further (bsa, etc.,.).


It's true if you have too many mods, the game won't load the meshes even if they're available. It's like, anything over a certain number, the game recycles back... like if it's 255 and you have 256, 256-255 = 1 so the first plugin reference #1, gets overwritten with #256- missing meshes, etc for everything in plugin #1 (which usually is the essential game file fallout.esm).



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