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Missing Meshes?

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Kurt91
Posts: 52
Joined: Thu Jul 27, 2017 7:19 am

Missing Meshes?

Post by Kurt91 » Tue Aug 01, 2017 7:02 am

I'm finding these big red shapes with exclamation marks on them in-game. A bit of poking around on the forums told me that it's a missing mesh, but I don't know what would be causing it, and I'm not familiar enough with the game to know exactly what's missing. I understand that TTW is still technically in alpha, but I was thinking that maybe it's an issue with a mod I'm using (and hoping that by disabling or removing that particular mod, I can fix the issue?)


FOMM looks something like this...


FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

CaravanPack.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

taleoftwowastelands.esm

TTWFixes.esm

TTWInteriors_Core.esm

Interior Lighting Overhaul - Core.esm

TTWInteriorsProject_Combo.esm

StreetLights.esm

Project Nevada - Core.esm

Project Nevada - Equipment.esm

Project Nevada - Rebalance.esp

Project Nevada - Cyberware.esp

Project Nevada - Extra Options.esm

Lings.esm

Shojo Race Vegas.esm

Interior Lighting Overhaul - L38PS.esm

Advanced Recon Tech.esm

NV Child - Shojo Headgear.esm

EnclaveCommanderNV.esm

Mothership Crew.esm

TSC Air Support.esm

MetroCars.esp

TTWOptions.esp

ttw_wildwasteland.esp

TTW_StashPackOptions.esp

TTW_SpeechChecks.esp

TTW_NoKarmaDCFollowers.esp

TTW_AnchorageCustomization.esp

ttwdlcmusic.esp

ILO - Tale of Two Wastelands.esp

TTW - Realistic Interior Lighting - BS.esp

TTW - Realistic Interior Lighting - OA.esp

TTW - Realistic Interior Lighting - PL.esp

TTW - Realistic Interior Lighting.esp

Interior Lighting Overhaul - Ultimate Edition.esp

The Mod Configuration Menu.esp

Project Nevada - Cyberware Additions.esp

Project Nevada - Rebalance Complete.esp

Project Nevada - All DLC.esp

Project Nevada - TTW.esp

JIP Companions Command & Control.esp

LingsPrettyThings.esp

More Perks.esp

TTW Perk Overhaul.esp

NVT3Tattered Suits.esp

Dynamic Third Person Camera.esp

Advanced Recon Tech.esp

Advanced Recon Gear.esp

TTW Advanced Recon.esp

TTWVaultSuitHotfix.esp

DarNifiedUINV.esp

Root 'n Loot.esp

CrowdedCities_v2.esp

Busworld.esp

TSC Air Support.esp

Zeta Crew Armor DT.esp



Total active plugins: 70

Total plugins: 71

 



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

One thing you might try is

Post by Mystical Panda » Tue Aug 01, 2017 12:56 pm

One thing you might try is while in game is- press "~" to enter the console and click on one of the red triangles and note the name and id. That should be the object id of the object in question. The first two characters point to the load order index for the plugin: if it's "00" it would be FalloutNV.esm, etc.,.). That should tell you which plugin the object belongs to.



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

Shojo Race requires the

Post by jlf65 » Tue Aug 01, 2017 2:28 pm

Shojo Race requires the meshes and textures from COTW... do you have that installed, even if not turned on? If you're using COTW TTW, that needs to be enabled since the meshes and textures aren't added unless it's active.



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

Mystical Panda wrote:

Post by Risewild » Tue Aug 01, 2017 3:35 pm

[quote=Mystical Panda]


 


One thing you might try is while in game is- press "~" to enter the console and click on one of the red triangles and note the name and id. That should be the object id of the object in question. The first two characters point to the load order index for the plugin: if it's "00" it would be FalloutNV.esm, etc.,.). That should tell you which plugin the object belongs to.


[/quote]


If you follow those steps and you get an ID started by " ff "  you also want to do an additional step: After you clicked the object and got it's number, use the console command GBO and it will give you the right ID.


 


Signature:

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

Risewild wrote:

Post by Mystical Panda » Tue Aug 01, 2017 4:00 pm

[quote=Risewild]


 


Mystical Panda wrote:



 


One thing you might try is while in game is- press "~" to enter the console and click on one of the red triangles and note the name and id. That should be the object id of the object in question. The first two characters point to the load order index for the plugin: if it's "00" it would be FalloutNV.esm, etc.,.). That should tell you which plugin the object belongs to.


 



If you follow those steps and you get an ID started by " ff "  you also want to do an additional step: After you clicked the object and got it's number, use the console command GBO and it will give you the right ID.


 


[/quote]


Thanks Rise! I totally forgot about GBO.



Kurt91
Posts: 52
Joined: Thu Jul 27, 2017 7:19 am

Quote:Shojo Race requires the

Post by Kurt91 » Tue Aug 01, 2017 11:35 pm

[quote]Shojo Race requires the meshes and textures from COTW... do you have that installed, even if not turned on? If you're using COTW TTW, that needs to be enabled since the meshes and textures aren't added unless it's active.[/quote]


The things that are missing are environmental stuff, not my character. Also, the Vegas version of Shojo Race is kind of weird. You don't actually use the COTW mod for Vegas. You have to download the version of COTW for FO3, dig into the resource folder to pull out the appropriate meshes and textures, and add them to the Shojo mod before installing it. A little bit confusing, and I don't understand why there isn't a simple plug-and-play version, but it's working.


The only problem that I have with it is that helmets don't work right with the character. I found a Vegas mod that adds an item that you can activate to automatically resize your current helmet, but it's apparently not compatible with any of FO3's hats and helmets. A bit disappointing, but I guess that I can just go without until I get to the Mojave and make a shopping trip of sorts.


@Mystical Panda + Risewild


Thank you very much for the advice. I'll give it a try when I find another missing object. I'm fairly certain that it's all minor stuff, nothing game-breaking. Is there a way to just remove the red shapes and play the game without them? Just in case it's something that I can't fix.



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

Looking over your mod list,

Post by jlf65 » Wed Aug 02, 2017 2:16 am

Looking over your mod list, you have MothershipZetaCrew/TSC mods... I didn't think those had been converted to TTW yet. Did you do your own conversions? If not, that may be your problem - unconverted FO3 mods can rarely be used as-is with TTW.


 



Kurt91
Posts: 52
Joined: Thu Jul 27, 2017 7:19 am

Got it from here

Post by Kurt91 » Wed Aug 02, 2017 7:30 am

Got it from here


https://taleoftwowastelands.com/content/mothership-zeta-crew-full-conversion


Says it's compatible with v2.9, so I don't think that's the problem. I ran into another one of the missing meshes and remembered to open the console and click on it. It said that it was a broken door. Didn't remember that the following code had the first two digits as the mod entry, and for some reason thought that I was supposed to just get the two digits by themselves, so I had no clue what the hex value was supposed to mean. I'll have to remember when I load the game up again.


Still, considering nobody brought anything up, I'm going to guess that my load order is okay for the most part? I'm going to guess that I must be using an outdated version of a mod to get this issue. The problem is, Nexus doesn't really say what version of TTW their converted mods are for, and I picked through those on top of going through the various mod lists here.


 


EDIT: Fired up the game again and found the issue using the console-and-click trick you guys told me. It said that Busworld was the culprit, and the warning symbol for the missing mesh disappeared when I removed it.


I had gotten the mod from here: https://taleoftwowastelands.com/content/patch-busworld-metro-carriage-ttw-interiors-compat


The page had said it was a patch, but the original Busworld thread only says that it's compatible up to 2.4 and this version said that it was compatible up to 2.9, so I only installed it. Should I have installed both the original as well as this one? I had downloaded the "No Metro No Boxcar" version.


Once 3.0 releases, I'm kind of thinking that what the site ought to do is have a separate forum for 3.0 mods, and one for "legacy" mods. Kind of try and keep everything more organized, and make it easier to sort out what mods are proven to work from what mods are outdated.



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

Kurt91 wrote:Got it from here

Post by jlf65 » Wed Aug 02, 2017 3:32 pm

[quote=Kurt91]Got it from here


https://taleoftwowastelands.com/content/mothership-zeta-crew-full-conversion


[/quote]


Holy cow! How'd I miss that?! Thanks for the link. It's easy to miss things here sometimes.


As to Bus World being the culprit - I can believe it. Even in plain FO3, the regular install is missing some meshes and you get those red diamonds in places. Should have thought of that myself. You need the patches for the missing meshes before you apply the TTW version - I had no trouble with that myself under TTW since I learned how to install it under FO3 before switching to TTW.


To install Bus World, you need the base (mod 4736 at nexus), the 1.05d fix (mod 13064), and the 1.06 update (also 13064). Then, of course, you'll need the TTW converted plugin.



Kurt91
Posts: 52
Joined: Thu Jul 27, 2017 7:19 am

So, I install the base, fix,

Post by Kurt91 » Wed Aug 02, 2017 10:03 pm

So, I install the base, fix, and update as-is from the FO3 Nexus, then install the TTW plugin? That's quite a lot of stuff for a single mod. Got to admit though, considering how easy NV mods are to install compared to the conversion process for FO3 mods, my game's ending up kind of heavy on the stuff for the Mojave, and leaving the Capital high and dry for the most part.



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