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Weapon moves/sometimes disappears in 1st Person

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Billy_Zoom
Posts: 1
Joined: Sun Jan 29, 2017 4:45 pm

Weapon moves/sometimes disappears in 1st Person

Post by Billy_Zoom » Sun Jan 29, 2017 6:14 pm

Hello,


I'm experiencing a strange glitch, of sorts. I checked the forums extensively for a solution and could not find anything. If I missed something obvious, I apologize. It's not a big deal, but I thought you might be able to help. I have a feeling I need to re-install which is no problem. Oh, sorry, I am using Mod Organizer v1.3.11 and my load order is: http://pastebin.com/hUtkCFT6. My specs are listed in my profile, if I entered the info correctly. Running Windows 10. Updated my video card drivers. I have AMD which I've been told isn't as good as NVIDIA but I didn't know that at the time I bought the computer. 16GB of RAM. Both FO3 and FNV copies are the GOTY versions I purchased through Steam. I've never posted like this before and hope I provided the requisite information.


So, the issue I'm having is in first person view, I draw my weapon, and sometimes it--both 1 handed and 2 handed guns--will briefly disappear, or the hand holding the weapon will drift around the screen, as if the core 1st person animations were messed up (by me). I enjoy DarN UI, and I understand there was an issue regarding that as far as people complaining here on TTW, so perhaps the FNV version I installed is causing conflicts. At any rate, I've installed TTW before, maybe 5 times, and never had this problem. The reason I've installed TTW several times is because I always mess something up, e.g. installation error on my part, or too many mods. I've used FOMM 0.14.11.12 and also Mod Organizer in the past. Like I said, I usually do something on my end to break it and have to re-install. S.T.E.P. guides and other resources have proved very helpful but I usually make a mistake at some point. This time I used MO and very few mods on purpose because I really want to play Fallout 3, even if it means vanilla at this point. I just can't get FO3 to work on its own on my system and I was intrigued when I learned about TTW. My compliments on your excellent work, by the way. I love having the functionality of the New Vegas game engine applied to FO3. Well done.


This is only a minor annoyance, the game is still playable, unfortunately for the people of the Capital Wasteland I've taken out my frustrations on them--VATS and iron sights are unaffected by this strange glitch. Any help would be appreciated. If I have to re-install that's fine. I'm determined to play FO3 one way or another. Sorry for the length of this message.   


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

That's a new one on me. Have

Post by RoyBatty » Sun Jan 29, 2017 6:30 pm

That's a new one on me. Have you installed any animation replacers?


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

I had the EXACT same problem

Post by jlf65 » Sun Jan 29, 2017 7:27 pm

I had the EXACT same problem once in Fallout NV. It turned out to be an issue with the skeleton. The one I was using somehow didn't match the animations, which caused the player and weapons to do all sorts of crazy things. Replacing the skeleton with one known to work properly with the animations fixed the problem.


The skeleton in question was one of those super, universal, extended skeletons that proclaimed itself the bestest skeleton that would make everything magic. All it did was cause trouble.



GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

Hmm... I have the exact same

Post by GrantSP » Sun Jan 29, 2017 10:11 pm

Hmm... I have the exact same thing happening, but I just assumed it was some quirk of ironsights or something like that. It seems to happen when the arm comes close to an object like a rock or wall and it jumps too far to avoid clipping. At least that is what it looks like.


A very recent loadorder I am using is this one I posted in the chat yesterday.



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

The load order won't tell you

Post by jlf65 » Sun Jan 29, 2017 11:50 pm

The load order won't tell you a thing if it's a skeleton issue. Body replacers, animation replacers, and extended skeletons rarely have an associated esp/esm. They simply overwrite the default files. That was the case with me - the extended skeleton was just a nif file that got copied into the proper place in /meshes.


 



GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

I wrote: loadorder when in

Post by GrantSP » Mon Jan 30, 2017 12:10 am

I wrote: loadorder when in fact it should be: mod order, ie. a list of current loaded mods not just the plugins.


At any rate I see no mod that would modify skeletons and not be noticed before hand, there all pretty common mods.


Mind telling me what the *.nif was and I'll check my setup?



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

The only mods in your setup

Post by RoyBatty » Mon Jan 30, 2017 6:58 am

The only mods in your setup there I have not used at some point are +rePOPULATED WASTELAND v2A and Metro Carriage Interiors, the latter of which is known to be fine.


the paths would be meshes\characters\_male\skeleton.nif (3rd person) and meshes\characters\_1stperson\skeleton.nif


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GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

I have no mods installed that

Post by GrantSP » Mon Jan 30, 2017 10:17 am

I have no mods installed that supply that file.



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

Are you using any animation

Post by RoyBatty » Mon Jan 30, 2017 7:41 pm

Are you using any animation replacers?


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GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

Nope. Nothing except what is

Post by GrantSP » Mon Jan 30, 2017 9:59 pm

Nope. Nothing except what is listed in that list.



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