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Weapon moves/sometimes disappears in 1st Person

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

If the mesh isn't present,

Post by jlf65 » Tue Jan 31, 2017 1:43 am

If the mesh isn't present, then it's clearly not the problem. If you have the mesh, it came from somewhere since all stock meshes are in a bsa. Note that ragdoll mods also put custom skeletons in place.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

If you don't have in your

Post by Risewild » Tue Jan 31, 2017 2:26 am

If you don't have in your Data folder those files Roy mentioned before and you have no mods with those files hidden in a .bsa then I have no idea why you would have that problem surprise.


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

Well its good to know I'm not

Post by GrantSP » Tue Jan 31, 2017 3:14 am

Well its good to know I'm not alone in my ignorance on this matter.wink


Judging by the limited LO of the OP user, this looks to happen on basically vanilla TTW. Why? Beats me.



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

The common denominator I see

Post by RoyBatty » Tue Jan 31, 2017 3:30 am

The common denominator I see between your two setups is Mod Organizer, perhaps you should investigate it.


Another query, do you have True Iron Sights enabled or disabled?


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

No, it isn't MO, I've had

Post by GrantSP » Tue Jan 31, 2017 4:47 am

No, it isn't MO, I've had dozens of FO3 & FNV profiles running with all manner of mods and never had any bleed through of files into another. So the only other option is True Iron Sights. Testing...


That's why you get paid the big bucks Roy, definitely True Iron Sights. I had it enabled and turned it off and went for a run through an area that previously I noticed it happening all the time and nothing, nice and smooth and perfect. 



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

Strange, I play with it on

Post by RoyBatty » Tue Jan 31, 2017 6:21 am

Strange, I play with it on and never had this issue. Maybe a variable got set weird at some point.


Also I didn't mean bleedthrough, more like TTW is very picky about what order the bsa's load and I'm not sure if MO replicates how the vanilla game does or not. It's not like skyrim where it's based on plugin order, it's strictly alpha numeric with the exception of Update.bsa which is hard coded to load last. I may need to check that the skeleton has been removed from the Fallout 3 bsa's.


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

Checked the BSAs and there

Post by GrantSP » Tue Jan 31, 2017 6:53 am

Checked the BSAs and there are no skeletons in the closets.cheeky


This is how MO has them ordered.



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RoyBatty
Gary
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Location: Vault 108

What weapon(s) are you using

Post by RoyBatty » Tue Jan 31, 2017 10:14 am

What weapon(s) are you using when this happens?


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

Makes no difference. Any of

Post by GrantSP » Tue Jan 31, 2017 9:41 pm

Makes no difference. Any of them; 9mm pistol, homemade rifle, sniper rifle, sturdy shotgun, grenade launcher, combat knife, baseball bat probably fists too, though I haven't tried just fists.



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

order them like this

Post by RoyBatty » Tue Jan 31, 2017 10:20 pm

order them like this




  • Fallout - Invalidation.bsa


  • Fallout - Meshes.bsa


  • Fallout - Misc.bsa


  • Fallout - Sound.bsa


  • Fallout - Textures.bsa


  • Fallout - Textures2.bsa


  • Fallout - Voices1.bsa


  • Update.bsa


  • ClassicPack - Main.bsa


  • TribalPack - Main.bsa


  • MercenaryPack - Main.bsa


  • CaravanPack - Main.bsa


  • DeadMoney - Main.bsa


  • DeadMoney - Sounds.bsa


  • HonestHearts - Main.bsa


  • HonestHearts - Sounds.bsa


  • OldWorldBlues - Main.bsa


  • OldWorldBlues - Sounds.bsa


  • LonesomeRoad - Main.bsa


  • LonesomeRoad - Sounds.bsa


  • GunRunnersArsenal - Main.bsa


  • GunRunnersArsenal - Sounds.bsa


  • Fallout3 - Menuvoices.bsa


  • Fallout3 - Meshes.bsa


  • Fallout3 - Misc.bsa


  • Fallout3 - Sound.bsa


  • Fallout3 - Textures.bsa


  • Fallout3 - Voices.bsa


  • Anchorage - Sounds.bsa


  • Anchorage - Main.bsa


  • ThePitt - Main.bsa


  • ThePitt - Sounds.bsa


  • BrokenSteel - Main.bsa


  • BrokenSteel - Sounds.bsa


  • Pointlookout - Main.bsa


  • Pointlookout - Sounds.bsa


  • Zeta - Main.bsa


  • Zeta - Sounds.bsa


  • Taleoftwowastelands.bsa


  • TTWFixes - Main.bsa


  • FlashlightNVSE.bsa


  • Rivet City Realignment - Main.bsa


  • TTWInteriors_Core - Main.bsa


  • TTW Redesigned - Main.bsa


  • Busworld.bsa


It seems like the out of order loading of bsa's might be causing the issue to me


There is a known issue with Broken Steel in particular loading the bsa before Fallout 3's which breaks the vertibird one shotting for ex.


I also suggest renaming the fallout3/ttw bsa's to all lower case, for ex taleoftwowastelands - main.bsa (yes also add the - main to ttw's bsa only)


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