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Ungodly amount of missing meshes

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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DerSechsteKurier
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Ungodly amount of missing meshes

Post by DerSechsteKurier » Wed Jan 27, 2021 8:53 pm

So, I installed TTW and The Frontier today, and did the whole Vault 101 segment, only seeing 1 error, and it was a weird red orb above my head when I was born. I thought all was well until I exited the vault. Meshes are missing for water towers, fire hydrants, something called SWCorner, it's a mess. I looked in the .bsa files, and the meshes were there in Fallout 3's original bsa's, but not the TTW ones. I don't know how to fix it without reinstalling the whole mod.

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Risewild
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Re: Ungodly amount of missing meshes

Post by Risewild » Thu Jan 28, 2021 12:51 am

Check this section of our FAQ and see if it helps:
faq#MissingMesh
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DerSechsteKurier
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Re: Ungodly amount of missing meshes

Post by DerSechsteKurier » Thu Jan 28, 2021 4:52 am

Risewild wrote:
Thu Jan 28, 2021 12:51 am
Check this section of our FAQ and see if it helps:
faq#MissingMesh
I fixed it by just copying the original bsa for Fallout 3 meshes into New Vegas' Data folder, and renaming it in line with the other TTW BSA's.

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RoyBatty
Gary
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Location: Vault 108

Re: Ungodly amount of missing meshes

Post by RoyBatty » Thu Feb 04, 2021 5:17 pm

NO, wrong, that will crash your game.

Follow the correct instructions.
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Baileyface544
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Re: Ungodly amount of missing meshes

Post by Baileyface544 » Wed Apr 21, 2021 4:37 pm

Was actually having the same problem. I followed the link provided here to see the answer "You probably have missed the final step of the installation, which is a manual process if using a mod manager" and it proceeded to, as far as I can tell, give instructions pertaining solely to a mod manager. Is a mod manager eventually required in the installation process, should all that be handled already if I installed it directly into folder through installer, or am I missing something very obvious here? I'd like to avoid clean installing all this a third time if possible.

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Risewild
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Re: Ungodly amount of missing meshes

Post by Risewild » Thu Apr 22, 2021 7:01 am

Baileyface544 wrote:
Wed Apr 21, 2021 4:37 pm
Was actually having the same problem. I followed the link provided here to see the answer "You probably have missed the final step of the installation, which is a manual process if using a mod manager" and it proceeded to, as far as I can tell, give instructions pertaining solely to a mod manager. Is a mod manager eventually required in the installation process, should all that be handled already if I installed it directly into folder through installer, or am I missing something very obvious here? I'd like to avoid clean installing all this a third time if possible.
That section answers this, but I guess it's not explicit in the answer:
"The installer will have created FalloutCustom.ini in MyGames\FalloutNV\."
The installer does this process automatically if you're not using a Mod Manager. There is no need to manually do it unless the FalloutCustom.ini file wasn't created (by stuff like antivirus/firewall/other protection software blocking it for example).

If you go to your "Documents\MyGames\FalloutNV\", and you don't have the FalloutCustom.ini file, then you have to create it yourself. That is why the FAQ section about missing meshes have a link to what the FalloutCustom.ini should have in it.

If you have the FalloutCustom.ini in your "Documents\MyGames\FalloutNV\" folder, with the right settings on it, but you still have all those missing meshes, then it means that JIP_LN isn't being loaded. Which means that your JIP_LN is out of date, your xNVSE is out of date, or for some reason the game isn't using xNVSE or the JIP_LN plugin.
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gazastripclub
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Re: Ungodly amount of missing meshes

Post by gazastripclub » Sun Aug 01, 2021 9:45 am

"for some reason the game isn't using xNVSE or the JIP_LN plugin." Is my problem. I've done everything to fix the missing meshes with making sure all 3 locations of the proper .ini format from the instructions have been fixed. Still red diamond exclamation points.

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Risewild
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Re: Ungodly amount of missing meshes

Post by Risewild » Sun Aug 01, 2021 11:06 am

gazastripclub wrote:
Sun Aug 01, 2021 9:45 am
"for some reason the game isn't using xNVSE or the JIP_LN plugin." Is my problem. I've done everything to fix the missing meshes with making sure all 3 locations of the proper .ini format from the instructions have been fixed. Still red diamond exclamation points.
Let me see if I can help a bit more.

If you're using Mod Organizer 2 and didn't install TTW in the game's folder, then there can be the case of MO2 still be using the old NVSE and JIP LN that comes with the installer. This can happen if you installed xNVSE and newer JIP LN directly in the game's folders, but didn't also replaced the old ones from the MO2 TTW installation. Since those are in a different folder (used by MO2).

Another cause might be that your Visual C++ redistributables have some problem, since the newer JIP LN needs a newer VC++ than the one the old installer did, this is linked in our FAQ, but you can try installing the all-in-one package just to be sure. That package can be found here:
https://www.techpowerup.com/download/vi ... ll-in-one/
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gazastripclub
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Re: Ungodly amount of missing meshes

Post by gazastripclub » Sun Aug 01, 2021 8:22 pm

Ok so I could have just installed TTW to the FNV root folder like one used to do normally? The instructions said, as did others on the forums and discord, that you can/should have it in "C:\Games\ModOrganizer\mods\TaleOfTwoWastelands" which seems pretty ridiculous on its face. I did install both script extenders to the root directory as instructed. Why would it make sense to "mount" the JIP LN script extender as a "mod" in MO2 when installing it directly into the nvse folder anyways? I tried both either way. I'm truly stumped.

I did every single thing in the missing meshes FAQ, and some posts on here say they also have a greyed out but unchecked "meshes" in their MO2 display. All 3 copies of the Fallout and Falloutcustom .ini have the same proper references to both Fallout mesh files in the archive section as is demonstrated in the directions.

So whatever the solution it seems a THIRD clean reinstall might be required. Or can I just drag and drop all the files from C:\Games\ModOrganizer\mods\TaleOfTwoWastelands back into the FNV root directory, and just reinstall MO2 to set up a new portable instance if too much is broken by this move? Should I just set up a global instance at this rate?

Though the sequence of directions makes it sound like you're somehow supposed to have the right portance instance of MO2 set up for TTW before you even install TTW, which was extremely confusing and might be the source of my problems. There's contradictory information about where exactly TTW is installed to, since the installer itself defaults to the New Vegas steamapps folder (moved out of program files) and the videos and some written directions don't mention the differences in these pretty important details.

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RoyBatty
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Re: Ungodly amount of missing meshes

Post by RoyBatty » Mon Aug 02, 2021 7:31 pm

We tried to give people options, all it did was confuse people like yourself. We're damned if we do, and damned if we don't.

You can install into the base directory, you're ON YOUR OWN with updating stuff if you choose this method.

The official supported method is MO2.

Next version will no longer support direct installs.
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