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Mesh/Texture errors only in the Mojave

General help and troubleshooting.
DjDave888
Posts: 23
Joined: Thu Sep 25, 2014 6:53 am

Mesh/Texture errors only in the Mojave

Post by DjDave888 » Mon Jun 06, 2016 7:22 am



Hello!


           As the title describes, having modded my game to hell and back, multiple times, I need some help with some missing meshes/ textures. Whilst playing TTW and not having traveled to the Mojave yet, I decided to go to Goodsprings to make sure this same thing wasn't happening again (the reason I stopped playing my last TTW playthrough) and of course it is. Keep in mind this mod list has less to do with the Mojave and more to do with TTW compatibility and my absolute must-have mods, aside from AWOP as it was crashing and I decided to not even try and fix it.


The meshes and textures are from all sorts of mods, so I cannot narrow it down to any specific mod making a problem here.


[X] FalloutNV.esm


[X] DeadMoney.esm


[X] HonestHearts.esm


[X] OldWorldBlues.esm


[X] LonesomeRoad.esm


[X] GunRunnersArsenal.esm


[X] ClassicPack.esm


[X] MercenaryPack.esm


[X] TribalPack.esm


[X] CaravanPack.esm


[X] Fallout3.esm


[X] Anchorage.esm


[X] ThePitt.esm


[X] BrokenSteel.esm


[X] PointLookout.esm


[X] Zeta.esm


[X] TaleOfTwoWastelands.esm


[X] TTWInteriorsCore.esm


[X] TTWInteriorsProject_Combo.esm


[X] CASE.esm


[X] Leveled List Organizer.esm


[X] Endless Warfare.esm


[X] MoreChems.esp


[X] Monster Wars.esm


[X] Ahzteks Weapon Overhaul.esp


[X] Niner.esm


[X] TTWInt_FollowerGoHome.esm


[X] CCO - Classic Perks.esm [X] Companion Core.esm


[X] Project Nevada - Core.esm


[X] Project Nevada - Equipment.esm


[X] Caliber.esm


[X] CaliberXhonesthearts.esm


[X] Craft Master.esm


[X] Craft Pack.esm


[X] TTWInt_MadBomber.esm


[X] Project Nevada - Rebalance.esp


[X] Project Nevada - Cyberware.esp


[X] Project Nevada - Extra Options.esm


[X] Weapons.of.the.New.Millenia.esm


[X] STRobot-Core.esm


[X] CaliberXgunrunners.esm


[X] NevadaSkies.esm


[X] RobCo Certified.esm


[X] TTW_AnchorageCustomization.esp


[X] TTW_NoKarmaDCFollowers.esp


[X] TTW_Reputation.esp


[X] TTW_SpeechChecks.esp


[X] TTW_StartupMenu.esp


[X] ttw_wildwasteland.esp


[X] TTWOptions.esp


[X] Leveled List Organizer.esp


[X] The Mod Configuration Menu.esp


[X] PickCompanionArmorandWeapons.esp


[X] CASM.esp


[X] The Weapon Mod Menu.esp


[X] Project Nevada - Rebalance Complete.esp


[X] Project Nevada - Cyberware Additions.esp


[X] Project Nevada - All DLC.esp


[X] ModFusion.esp


[X] BoostedSkills.esp


[X] LLO-Base Patch-Vanilla.esp


[X] LLO-Base Partial Patch-Overhaul.esp


[X] endlesswarfarepatch.esp


[X] Flora Overhaul.esp


[X] Vurt's WFO.esp


[X] Immersive Wildlife - original.esp


[X] EVE FNV - ALL DLC.esp


[X] nvis.esp


[X] Weapons.of.the.New.Millenia.Leveled.Lists.esp


[X] Ahzteks_TTW_Overhaul_14b.esp


[X] Project Nevada - TTW.esp


[X] WeaponModsExpanded.esp


[X] TTW_Companions_Essential.esp


[X] WMX-PreOrderPackMercenary.esp


[X] WMX-PreOrderPackTribal.esp


[X] SenterPats Weapon Pack.esp


[X] WMX-EVE.esp


[X] WMX-GunRunnersArsenal.esp


[X] CAM patch ttw.esp


[X] STRobot-ChemImmunity.esp


[X] XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp


[X] InstantFood.esp


[X] LLO-Partial Patch-CASE.esp


[X] LLO-Compatibility Patch-Dead Money.esp


[X] MoreShells.esp


[X] Feng Shui NV.esp


[X] AG Supplementary Uniques-AllInOne.esp


[X] New Uniques.esp


[X] Project Nevada - WMX.esp


[X] Caliber - CASE Patch.esp


[X] CASE-Patch HH.esp


[X] CASE-Rebalance.esp


[X] Anchorage+NV.esp


[X] CASE-Patch GRA.esp


[X] Weapons.of.the.New.Millenia.Store.esp


[X] TTW Expanded DC Vendor Inventories.esp


[X] weapons.of.the.new.millenia.ttw.unified.distribution.esp


[X] nevadaskies-_ttw_edition.esp


[X] WMX-OldWorldBlues.esp


[X] WMX-DeadMoney.esp


[X] The New Bison Steve Hotel.esp


[X] WMX-LonesomeRoad.esp


[X] WMX-HonestHearts.esp


[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp


[X] WMX-PreOrderPackClassic.esp


[X] More Perks.esp


[X] FNV_MoreVendorCaps.esp


[X] Dc_UniqueWeaponSkin.esp


[X] BrotherPimptronic.esp


[X] UnlimitedCompanions.esp


[X] UnlimitedCompanions SCRIPT FIX.esp


[X] SPARMAMENTARIUM.esp


[X] TTWIntMojaveExpressBoxes_Combo.esp


[X] JTmercgear.esp


[X] Monster Wars - Behemoth Rampage.esp


[X] Monster Wars - Robot Race Plugin.esp


[X] gunrunners_in_the_capital_wasteland_1.1.esp


[X] HDTshop.esp


[X] TTWStashPackDistribution.esp


[X] AG Supplementary Uniques-GRA.esp


[X] WMX-EVE-AllDLC.esp


[X] NVBabyDeathclawCommander.esp


[X] Weapons.of.the.New.Millenia.Cheat.Cabinet.TTW.esp


[X] The Groovatron NV.esp


[X] The Groovatron TTW.esp


[X] CheckpointGary.esp


[X] WMX-PreOrderPackCaravan.esp


[X] LLO-Compatibility Patch-Honest Hearts.esp


[X] AGSU-WMX-EVE All DLC AIO.esp


[X] Weapons.of.the.New.Millenia.Cheat.Cabinet.esp


[X] DLC WITM - Complete.esp


[X] GARU.esp


[X] NevadaSkies - TTW Edition.esp


All plugins are in use, and yes there are two Nevada Skies, one is a fix for the Citadel disappearing entirely.


I do use LOOT every time I install a mod, and this is also after having taken out a couple mods to see if I could fix the issue.


Thank you for taking the time to look, and I'm incredibly sorry if there's something I haven't included.




 



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

You just have too many mods I

Post by RoyBatty » Mon Jun 06, 2016 4:50 pm

You just have too many mods I think. The hard limit is 139, but it varies between 90 and there.


Invisible textures and red diamonds are a sign of too many mods.


Image

DjDave888
Posts: 23
Joined: Thu Sep 25, 2014 6:53 am

I've changed it a bit and it

Post by DjDave888 » Mon Jun 06, 2016 6:35 pm

I've changed it a bit and it *seems* to do better. Every time I see the word "hard limit" for fallout, it's insanely varried. Some say 225, some say 180, now 139.


[collapsed title=[X] FalloutNV.esm


[X] DeadMoney.esm


[X] HonestHearts.esm


[X] OldWorldBlues.esm


[X] LonesomeRoad.esm


[X] GunRunnersArsenal.esm


[X] ClassicPack.esm


[X] MercenaryPack.esm


[X] TribalPack.esm


[X] CaravanPack.esm


[X] Fallout3.esm


[X] Anchorage.esm


[X] ThePitt.esm


[X] BrokenSteel.esm


[X] PointLookout.esm


[X] Zeta.esm


[X] TaleOfTwoWastelands.esm


[X] TTWInteriors_Core.esm


[X] TTWInteriorsProject_Combo.esm


[X] CASE.esm


[X] Leveled List Organizer.esm


[X] Endless Warfare.esm


[X] MoreChems.esp


[X] Monster Wars.esm


[X] Ahzteks Weapon Overhaul.esp


[X] Niner.esm


[X] TTWInt_FollowerGoHome.esm


[X] CCO - Classic Perks.esm


[X] Companion Core.esm


[X] Project Nevada - Core.esm


[X] Project Nevada - Equipment.esm


[X] Caliber.esm


[X] CaliberXhonesthearts.esm


[X] Craft Master.esm


[X] Craft Pack.esm


[X] TTWInt_MadBomber.esm


[X] Project Nevada - Rebalance.esp


[X] Project Nevada - Cyberware.esp


[X] Project Nevada - Extra Options.esm


[X] Weapons.of.the.New.Millenia.esm


[X] STRobot-Core.esm


[X] CaliberXgunrunners.esm


[X] NevadaSkies.esm


[X] RobCo Certified.esm


[X] TTW_AnchorageCustomization.esp


[X] TTW_NoKarmaDCFollowers.esp


[X] TTW_Reputation.esp


[X] TTW_SpeechChecks.esp


[X] TTW_StartupMenu.esp


[X] ttw_wildwasteland.esp


[X] TTWOptions.esp


[X] Leveled List Organizer.esp


[X] The Mod Configuration Menu.esp


[X] PickCompanionArmorandWeapons.esp


[X] CASM.esp


[X] The Weapon Mod Menu.esp


[X] Project Nevada - Rebalance Complete.esp


[X] Project Nevada - Cyberware Additions.esp


[X] Project Nevada - All DLC.esp


[X] ModFusion.esp


[X] BoostedSkills.esp


[X] LLO-Base Patch-Vanilla.esp


[X] LLO-Base Partial Patch-Overhaul.esp


[X] endlesswarfarepatch.esp


[X] Flora Overhaul.esp


[X] Vurt's WFO.esp


[X] Immersive Wildlife - original.esp


[X] EVE FNV - ALL DLC.esp


[X] nvis.esp


[X] Weapons.of.the.New.Millenia.Leveled.Lists.esp


[X] Ahzteks_TTW_Overhaul_14b.esp


[X] Project Nevada - TTW.esp


[X] WeaponModsExpanded.esp


[X] TTW_Companions_Essential.esp


[X] WMX-PreOrderPackMercenary.esp


[X] WMX-PreOrderPackTribal.esp


[X] SenterPats Weapon Pack.esp


[X] WMX-EVE.esp


[X] WMX-GunRunnersArsenal.esp


[X] CAM patch ttw.esp


[X] XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp


[X] InstantFood.esp


[X] LLO-Partial Patch-CASE.esp


[X] LLO-Compatibility Patch-Dead Money.esp


[X] Feng Shui NV.esp


[X] AG Supplementary Uniques-AllInOne.esp


[X] New Uniques.esp


[X] Project Nevada - WMX.esp


[X] Caliber - CASE Patch.esp


[X] CASE-Patch HH.esp


[X] CASE-Rebalance.esp


[X] Anchorage+NV.esp


[X] CASE-Patch GRA.esp


[X] TTW Expanded DC Vendor Inventories.esp


[X] weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp


[X] nevadaskies_-_ttw_edition.esp


[X] WMX-OldWorldBlues.esp


[X] WMX-DeadMoney.esp


[X] The New Bison Steve Hotel.esp


[X] WMX-LonesomeRoad.esp


[X] WMX-HonestHearts.esp


[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp


[X] WMX-PreOrderPackClassic.esp


[X] More Perks.esp


[X] FNV_MoreVendorCaps.esp


[X] Dc_UniqueWeaponSkin.esp


[X] UnlimitedCompanions.esp


[X] UnlimitedCompanions SCRIPT FIX.esp


[X] SPARMAMENTARIUM.esp


[X] TTWIntMojaveExpressBoxes_Combo.esp


[X] JTmercgear.esp


[X] Monster Wars - Behemoth Rampage.esp


[X] Monster Wars - Robot Race Plugin.esp


[X] gunrunners_in_the_capital_wasteland_1.1.esp


[X] HDTshop.esp


[X] TTWStashPackDistribution.esp


[X] AG Supplementary Uniques-GRA.esp


[X] WMX-EVE-AllDLC.esp


[X] NVBabyDeathclawCommander.esp


[X] The Groovatron NV.esp


[X] The Groovatron TTW.esp


[X] CheckpointGary.esp


[X] WMX-PreOrderPackCaravan.esp


[X] LLO-Compatibility Patch-Honest Hearts.esp


[X] AGSU-WMX-EVE All DLC AIO.esp


[X] DLC WITM - Complete.esp


[X] GARU.esp


[X] NevadaSkies - TTW Edition.esp] text [/collapsed]



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

The variability comes from if

Post by TrickyVein » Mon Jun 06, 2016 6:53 pm

The variability comes from if people are discussing what is already required in your load order or not. Since TTW requires all of the two games's plugins, this further reduces the number of additional plugins available for people to use. 



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

I hit this recently going

Post by Mystical Panda » Mon Jun 06, 2016 8:12 pm

I hit this recently going over 134, and it does manifest itself with red triangles everywhere. From what I've read, once it starts, anytime you save your game, it could result in corrupted saves from that point forward, and would be better to load before the problem happened and merge some mods together, getting it below that limit, before continuing.


I read a "test" on that very problem somewhere; they came to the conclusion that the NV engine starts loading mods at an index greater than 0, and it seemed to be sensitive (from what they could tell) to possibly the number of cores set in the iNumHWThreads variable. The higher that number, the less mods you could load before a problem. They figured, the problem started around 138 (minus some core values, so I might be able to say, anything over 4, subtract that from 138. So for me, it was 134). They subtracted 138 (those that could hit that number were running 2 core systems) from 255 (the max number of plugins) and came up with 117 (which includes all esm esp files including the main game ones).


From that, one user noted FalloutNV.esm (which should load as #0) was loading up as #112 or something like that. Now when the mod count goes over 255, it starts all it's data back to #112 (which overwrites NV data, thus red triangles being displayed for missing data, since that data area now points to something else instead of the default NV stuff).


They're not sure if that can be patched with something like NVSE, and I'm not sure any other info has came down the line about  it.


I used Mator's Stand Along Merge and it seems to working ok. You have to watch if you merge plugins that use MCM menus, as they are hard coded in scripts. If you notice a plugin you merged no longer has any MCM sub menu items, you'll need to locate the script that points the MCM to your plugin name (since that's how the MCM gets your options, it looks to the actual plugin for that data, and the merged plugin's name must match what's in the script),


 



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

The limit on my old computer

Post by RoyBatty » Mon Jun 06, 2016 10:35 pm

The limit on my old computer was 142, my new one is 128 or so. It seems to vary by machine.


Image

DjDave888
Posts: 23
Joined: Thu Sep 25, 2014 6:53 am

Alright, I guess that makes

Post by DjDave888 » Mon Jun 06, 2016 11:32 pm

Alright, I guess that makes sense then.  Thank you, as far as I know, for now it has settled. Maybe you could help me with something else - where do my companions go after being abducted by the Enclave?



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

They are fired to their

Post by RoyBatty » Tue Jun 07, 2016 8:32 am

They are fired to their default firing locations.


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

@DjDave, it depends on the

Post by Mystical Panda » Tue Jun 07, 2016 6:01 pm

@DjDave, it depends on the follower, and how they were scripted. Usually the vanilla follwers will go back to their "home" locations where you found them, unless a "home" location is/was specified by another mod/ the player, but some custom followers go with you to the Enclave base. Brisa, for example, will be in the same holding cell as you and still in "follow" mode, but others could be in the adjacent cells. It really depends on how their scripts have been written. In some of the custom follower description, I've read if I remember correctly, that they are located in a cell adjacent to you.



DjDave888
Posts: 23
Joined: Thu Sep 25, 2014 6:53 am

Thank you, I assume they just

Post by DjDave888 » Tue Jun 07, 2016 10:31 pm

Thank you, I assume they just took a moment to get there as after a day or two of traveling I did find them there (I'd looked before but nobody had shown up) now if only I could figure out why I can't get under 185 rads.



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