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Two types of .32 Ammo

General help and troubleshooting.
slaya33
Posts: 12
Joined: Sat May 02, 2015 5:39 pm

Two types of .32 Ammo

Post by slaya33 » Sat May 30, 2015 7:09 pm

Every time I find .32 ammo, I get two types. Usually, I get 1 bullet of the firs ttype, and around 8 of the second, per container. The issue is that most weapons can only use the first type, which I find much too sparingly to actually make use of. I've been using the second type to craft .308 rounds, as they don't seem to be much use for anything else.


To add to that, I'm playing in Hardcore and most ammo types have weight like they should. However, both aforementioned .32 rounds are weightless. Also, most energy weapons ammo types are weightless, too, such as Energy Cells, MF Cells, and Electron Charge Packs. Mini nukes and missile are also weightless.


I assume my issues are caused by some conflict between Project Nevada and CFW, but I don't know where I'd go to fix them. I have no idea how to use FNVEdit, so I would appreciate any help or tips on a better location to post this.


[collapsed title=Load Order] 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


Project Nevada - Core.esm


Project Nevada - Equipment.esm


Project Nevada - Rebalance.esp


Project Nevada - Cyberware.esp


Destruction.esm


Project Nevada - Extra Options.esm


More Traits.esm


More Perks.esm


More Perks for Dead Money.esm


More Perks for Honest Hearts.esm


More Perks for Old World Blues.esm


CFWTTW.esm


ttw_wildwasteland.esp


TTW_StashPackOptions.esp


TTW_StartupMenu.esp


TTW_SpeechChecks.esp


TTW_OutcastTrading.esp


TTW_NoKarmaDCFollowers.esp


TTW_Reputation.esp


TTW_AnchorageCustomization.esp


More Perks for Dead Money Update.esp


More Perks for Honest Hearts Update.esp


More Perks for Old World Blues Update.esp


More Traits Update.esp


More Perks Update.esp


Project Nevada - Cyberware Additions.esp


Project Nevada - Rebalance Complete.esp


Project Nevada - All DLC.esp


Project Nevada - TTW.esp


mzinertiafix_2.esp


aliendisintegratortest.esp


charon_fix.esp


TRC - Thachor's Random Content.esp


Stealth Kills Enabled.esp


MZAllAccessPass.esp


RX-TTW_EquipmentLootedNV.esp


MojaveExpressDynamic.esp


TTW FO3&NV&DLC Killable Children.esp


bospatrols_0.esp


mothershipzetafixes_0.esp


DN_TTW_Patch.esp


Digital_Nightmare.esp


ProneMode.esp


noloadscreentext.esp


pipboyx2.esp


GhostPeoplePerceptionFix.esp


GunRunnersArsenal Integration Mod.esp


TTW_CompanionRevamp.esp


TTW Realistic Wasteland Lighting - Darker Nights.esp


WeaponJamming.esp


RealisticReloading.esp


 


Total active plugins: 70


Total plugins: 80


 

 [/collapsed] 



slaya33
Posts: 12
Joined: Sat May 02, 2015 5:39 pm

I assume one of my mods adds

Post by slaya33 » Sat May 30, 2015 7:31 pm

I assume one of my mods adds it back in, such as CFWTTW. I can ask about that first issue in the mod's thread, then. 


I still need help with the weightless ammo types, though, if possible.



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

Not sure what would be

Post by RoyBatty » Sat May 30, 2015 11:00 pm

Not sure what would be causing the other ammos to have no weight. There are 3 kinds of .32 ammo in CFWTTW, but only one kind of the base ammo. The other 2 are like NV, +P and HP iirc. If you are getting two different kind of .32 regular, then something is wrong. There are issues and bugs in CFWTTW that are not fixed yet, the mod was being overhauled by plumjuice but he disappeared again (sadly). I can fix some of the nagging bugs and toss up an ESM patch, but I'll have to check it against the current one as I think it got forked a bit at some point.


I see some old hotfixes in your load order, are you using the current version of TTW? You should take those out of your load order if so.


Also you have no merge patch, merge patches are REQUIRED if you want things to play nicely together. This may be the cause of some of your issues. Also, move RWL last in your load order always.


 


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slaya33
Posts: 12
Joined: Sat May 02, 2015 5:39 pm

I am receiving two kinds of

Post by slaya33 » Sun May 31, 2015 12:37 am

I am receiving two kinds of regular .32 ammo, not different types such as +P and HP. I assume the old hotfixes are mzinertiafix_2 and charon_fix? I just upgraded to 2.9 and couldn't remember which hotfixes went with 2.8, so I didn't want to mess anything up by deleting a mod that I thought was unnecessary but actually wasn't.


I'll try looking up how to create a merge patch, and come back with the results. Thanks for your help. 


EDIT: I used FNVEdit to create a merged patch, but it didn't fix either of my issues. I also moved RWL to the bottom and removed the aforementioned two hotfixes.



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

Well, you shouldn't have two

Post by RoyBatty » Sun May 31, 2015 2:21 am

Well, you shouldn't have two types of .32 ... dunno why you do. I'll go over my esm and fix the stuff that doesn't have to do with the assets and post it up later.


 


 


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deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Have you checked their

Post by deadboy » Sun May 31, 2015 2:22 am

Have you checked their baseforms in console to maybe get an idea of where they are coming from?



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i can confirm mzinertiafix

Post by Puppettron » Sun May 31, 2015 7:06 am

i can confirm mzinertiafix isn't needed in 2.9+


as for the ammo situation, what is likely happening is that you have a mod overwriting TTW's ammo changes with fo3 vanilla stuff.  fo3 vanilla had weightless ammo -- it didn't even have a record for weight in the ammo records.


what i'd do to narrow this stuff down is drop the offending ammo on the ground, console, click the ammo and type gbo.  that'll return the base object of the ammo lying there, which will in-turn tell you which load order slot it's coming from.  if that ammo's coming from fo3 (06 or 0a, depending on whether you're using the stash packs), then look it up in edit to see what else is using it.  for .32 ammo, the reference list in vanilla TTW is just entries in fo3+dlc+ttw.  it's all overwritten in TTW.esm to use the proper ammo substitutions (and there's 2 recipes for converting .32 into .22LR and .308 in case of bad modding)


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

slaya33
Posts: 12
Joined: Sat May 02, 2015 5:39 pm

I found that the usable .32

Post by slaya33 » Sun May 31, 2015 7:58 am

I found that the usable .32 ammo is coming from CFWTTW.esm, while the unusable ammo is coming from Fallout3.esm. Do I just type the code in to the "FormID" search box in FNVEdit to find it what references it? I'm sorry, I'm still very much a noob at modding.


Edit: I also checked the ID for my weightless MF Cell, and it has a 00 at the front, meaning it comes from regular New Vegas. Why would it be weightless, then?


Edit2: I found the culprit for the weightless ammo. It was the Destruction mod. It overwrites the destructible ammunition types with weightless versions, hence why my only weightless ammo types were energy weapon ammo and explosives. I've seen other people with the same .32 ammo issue both on this forum and with my brother, so I'm going to assume that's coming due to a bug or incompatibility with CFWTTW and something else. 


 



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

check the references of the

Post by Puppettron » Sun May 31, 2015 6:02 pm

check the references of the fo3 .32 ammo to figure out what's using it besides fo3+dlc+ttw.  if there's nothing there, check the LLs it belongs to to see what's altering them after ttw.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

slaya33
Posts: 12
Joined: Sat May 02, 2015 5:39 pm

I'm sorry, I can't for the

Post by slaya33 » Sun May 31, 2015 6:36 pm

I'm sorry, I can't for the life of me figure out how to check for references in FNVEdit. 



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