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[SOLVED] Missing meshes on MMM's Deathclaws?

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CosmicDan
Posts: 2
Joined: Mon Jun 29, 2015 11:02 am

[SOLVED] Missing meshes on MMM's Deathclaws?

Post by CosmicDan » Mon Jun 29, 2015 11:33 am

Hi guys, first time poster - TTW is FANTASTIC - thanks for all the hard work! I've been playing for many hours over the past week or so and not had any issue at all, until I started encountering the non-vanilla deathclaws in FO3 wasteland (first noticed the problem in AWOP's rumble zone). I believe these are only the "Deathclaw Youngs" and "Deathclaw Matriarchs" that are added by MMM. Note that the vanilla deathclaws along with the "boss" Deathclaw in the Fort-something rumblezone of AWOP were fine however (I guess they are using vanilla mesh) but it was loaded with error'd Deathclaw variants.


TL;DR: I have missing meshes for MMM's custom Deathclaws and I've no idea why. Googled, double-checked my meshes and compared them to MMM's meshes in ZIP, all checks out.


EDIT: I should also add that these Deathclaws are 100% static/passive, they don't move or anything and can't be shot/hit. I don't know if this is a usual thing for creatures with missing meshes?


Behold a screenshot for ye pleasure:



I have not used LOOT or BOSS at *all* for load order, I followed the manual load order guide here and added a couple extra-content mods. For MMM, I used this guide to create a TTW patched version.


Full load order of my current setup for those that can be bothered is below in spoiler, but I don't see how this would matter for this particular case (I could be probably am wrong). Note that some mods were moved/added later and they're below the merged patch because they either caused problems being earlier *or* were added after I started the game (and I'm too scared to regenerate patch(es), in my Skyrim modding experience this is a great way to ruin existing saves)


Load Order (Current) @ hastebin for your viewing pleasure


Also note that I *removed* all ESP's that were merged into the Bashed Patch, as I was worried I hit a crazy-low limit for my PC. Here is an older load order for indicative purposes only, so you know what is inside the bashed patch (maybe not useful but whatever, too much info is better than not enough):


Load Order (Original) @ hastebin


Only other thing I can remember is that I removed the TTWOptions.esp file after reading here that it was the reason for my excessive loading times (no loss, wasn't using anything here).


Thanks in advance for any help. Apart from this minor issue, TTW has been perfect so far and I applaud you all for the work :)


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sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Get the lates update from the

Post by sesom » Mon Jun 29, 2015 11:36 am

Get the lates update from the MMM thread here.



CosmicDan
Posts: 2
Joined: Mon Jun 29, 2015 11:02 am

sesom wrote:

Post by CosmicDan » Mon Jun 29, 2015 11:42 am

[quote=sesom]


Get the lates update from the MMM thread here.


[/quote]


*facepalm* How did I miss that... thanks so much :D


EDIT: Donation sent. You guys rock.



a346030842
Posts: 1
Joined: Sun Dec 27, 2020 4:48 am

Re: [SOLVED] Missing meshes on MMM's Deathclaws?

Post by a346030842 » Sat May 29, 2021 8:00 am

i dont't fand the file

Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Re: [SOLVED] Missing meshes on MMM's Deathclaws?

Post by Lyndi » Sat May 29, 2021 10:14 pm

a346030842 wrote:
Sat May 29, 2021 8:00 am
i dont't fand the file
This is a post from 2015. The file no longer exists and MMM isn't compatible with the current version of TTW anyway.
Produces the programming equivalent of coffee stains.

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: [SOLVED] Missing meshes on MMM's Deathclaws?

Post by jlf65 » Mon May 31, 2021 12:29 am

There's a new patch mod, Monster Mod Lite, for TTW3. Don't know if it's any good, but you can try it.

https://www.nexusmods.com/newvegas/mods/71714

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