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Auto axe issue

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

I can confirm its the meshes,

Post by EverChosen208 » Tue Jun 27, 2017 10:30 am

I can confirm its the meshes, I found a fallout 3 item retexture that covers everything but mothership zeta and the textures looks different but still messed up. Will give FNVedit a go, but i am inexperienced with it so hoepfully I wont miss the problem if it comes up



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

Ok let's see if we can find

Post by Risewild » Tue Jun 27, 2017 12:16 pm

Ok let's see if we can find an easy solution for you.


Check your Fallout New Vegas Data folder, see if you have these folders: meshes\dlcpitt\weapons\2handmelee\


If you have these folders look for this file: dlcanchautoaxe.nif


If you have that file, back it up somewhere else and delete it from the folder. See if that is fixed.


 


To check for mod conflicts you need xEdit, you run it and load all your plugins on it, then find the autoaxe entry on the left side panel, click on it and check the information on the right side panel, it has tabs for each plugin that is affecting the weapon. This is a very weak tutorial but I can't explain it better or in detail. There are many good tutorials on youtube that can teach you how to use xEdit much better than I can. smiley


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

Doesnt matter if it works or

Post by EverChosen208 » Tue Jun 27, 2017 1:15 pm

Doesnt matter if it works or not, the assistance is still very much appreciated!


Problem with the first suggestion is that theres no weapons folder to speak of



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

Well I guess it is some mod

Post by Risewild » Tue Jun 27, 2017 2:48 pm

Well I guess it is some mod then.


Roy suggested that it might be TTWFixes, have you tried testing without that mod activated?


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