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Corrupted Textures After Fast Travel

General help and troubleshooting.
SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

Corrupted Textures After Fast Travel

Post by SuperbiaTheGreat » Mon Dec 30, 2013 11:09 pm

When I Fast Travel sometimes I get corrupted/missing textures and have to save and restart my game(I can't replicate 100%). This seems to only happen when I fast travel to Megaton (If I leave Megaton the games crashes, so instead I save and quit) or other large interior cells. It doesn't happen often so I'm not really that bothered by it to the point where I would quit playing. I think it may be the amount of mods I'm loading because I can't seem to add anymore mods(doesn't matter which mod) without the game instantly producing corrupted textures upon loading the game (meshes seem fine).


Load Order Attached Below


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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

You have a ton of mods; this

Post by thermador » Mon Dec 30, 2013 11:35 pm

You have a ton of mods; this is an issue with New Vegas in general.  How much ram do you have?  Do you have a 64-bit operating system?


At a minimum, you should be using the FNV 4gb patch to allow the program to use more ram.  You may also need to make .BSA's of your meshes and textures.



SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

PC Specs: Gigabyte HD 7870 OC

Post by SuperbiaTheGreat » Mon Dec 30, 2013 11:56 pm

PC Specs: Gigabyte HD 7870 OC 2GB(1160 core, 1300 mem), AMD FX8320 OC 4.0ghz, Cosair Vegenence 16gb DDR3 1600. 64bit, Windows 8.1


I'm using the 4gb patch and have made all necessary changes to the fallout ini's to have to game run at an optimal level(40 fps min). This was actually a non issue until I installed TTW(I have a backup before I installed). I am also using ENboost.


Although like it said this happens randomly and usually doesn't happen until a few hours into playing. The game itself is actually very stable and I've only expierenced one CTD. I've almost completed every sidequest and the beginining portions of the main quest. If you can link me a tutorial on how to make BSA's for my meshes and textures I'll gladly take a look. 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

This link will get you

Post by thermador » Tue Dec 31, 2013 12:25 am

This link will get you started with what a BSA is and how they work: http://geck.bethsoft.com/index.php/BSA_Files - they are basically just .zip files, and the engine tends to prefer them over loose files for loading the game smoothly.


Then you just get a program to make a BSA archive: BSAopt or use the BSA creator that comes with FOMM.  This thread may help you: http://forums.nexusmods.com/index.php?/topic/1004993-creating-a-bsa/


Note that you will want to just make .BSAs for your biggest mods, like NMC's texture packs or something.  You want to uninstall the mod, make a .bsa of it, and then reinstall.  Otherwise, you will still have the loose files in your meshes and textures folders. The goal is to minimize the number of loose files that the engine has to load.


 



SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

Alright I'll do some reading

Post by SuperbiaTheGreat » Tue Dec 31, 2013 12:57 am

Alright I'll do some reading on it. I already understand what a BSA file is. I just never learned how to make a BSA archive because I'm lazy. I'll go ahead and remove some mods I don't care for just to free up my load order and I'll make a bashed patch for my armor/weapon mods.



SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

Sorry for the double post.

Post by SuperbiaTheGreat » Tue Dec 31, 2013 5:24 pm

Sorry for the double post.


I'm not sure how I am supposed to load the .BSA I just created without an ESP or ESM file.


I tired to add it to SArchive but I'm pretty sure that isn't the right way to do it.


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Create a single master file,

Post by JaxFirehart » Tue Dec 31, 2013 5:37 pm

Create a single master file, call it Graphics.esm, and then name all of your BSAs "Graphics - xxx.bsa"


Note that you can call it whatever you want, so long as the BSA and ESM names match.



SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

So NMC.bsa and NMC.esm(blank

Post by SuperbiaTheGreat » Tue Dec 31, 2013 6:03 pm

So NMC.bsa and NMC.esm(blank .esm with tesnip) would work? The textures haven't changed. Did I make the .BSA archive incorrectly with FOMM somehow...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

It should work, but BSAs are

Post by JaxFirehart » Tue Dec 31, 2013 6:13 pm

It should work, but BSAs are weird. They have a load order, like Plugins do, but I've never been able to nail it down.



SuperbiaTheGreat
Posts: 17
Joined: Sun Dec 29, 2013 10:31 pm

NMC.bsa contains NMC's

Post by SuperbiaTheGreat » Tue Dec 31, 2013 6:38 pm

NMC.bsa contains NMC's texture pack(NV and F3) and OJO Bueno's textures.


I'm wondering if something happened in the creation process of the .BSA with FOMM because BSAopt can't open NMC.bsa. I'm loading NMC.esm after all the Main ESM's and DLC ESM's. I'm going to attempt to recreate the .bsa


 



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