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chucksteel
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TTW 2.4 Missing meshes

TTW 2.4 is missing a few meshes. Aqua Cure barrels in the Citadel and the Zeta Alien Globe stand. 

Here are the fixed loose files. 

Edit the updated fix includes

Tesla Coil,

OA Frag Mine,

Aqua Cure Barrels,

Zeta Globe stand,

Category: 

Bug report

Component: 

Graphics

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.4

File Attachments: 

Reporter: 

chucksteel

Created: 

Fri, 12/27/2013 - 17:58

Updated: 

Mon, 12/08/2014 - 13:19
Edited by: thermador on 12/08/2014 - 13:19
Risewild
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Anchorage Frag Mines are also

Anchorage Frag Mines are also missing.

SuperbiaTheGreat
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It seems like Pool Table

It seems like Pool Table Triangles are also missing.

Latter
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I'll confirm for the

I'll confirm for the Anchorage Frag Mines. Some users have noted that some of the mines are still available to pick up, but on my end I hadn't seen a single interactable frag mine - just the missing mesh.

As for other missing meshes, I seem to be missing the Tesla Coil component located at the end of the Shock Value quest in Broken Steel. Can anyone else confirm or is this a problem on my end only?

jaassu
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Same here.

I have also pool table triangle missing.

Hmm, but it seems that is comes from this mod:

http://www.nexusmods.com/newvegas/mods/54455/?

Not a TTW problem.

Highsweep
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I'm missing A3-21 plasma

I'm missing A3-21 plasma rifle texture and also the texture of plasma on the ground

jaassu
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This mod seems to cause the

This mod seems to cause the pool tables triangles disappearance.

http://www.nexusmods.com/newvegas/mods/54455/?

chucksteel
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I can confirm the frag mine

I can confirm the frag mine activator in OA is broken again and so is the Tesla Coil but the pool triangle issue comes from precision collisions. 

chucksteel
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Issue changes: 

Issue summary: Old » New
Latter
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Thank you, chucksteel! By the

Thank you, chucksteel! By the way, this might be a noob question - but what do we do with the meshes? How do we use them in the GECK, or where do we put them?

chucksteel
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there set up to go directly

there set up to go directly into your FNV\Data folder. Just extract the archive move the folder to your FNV folder it will give a warning click Yes and the files will be moved into your game. 

That is all you need to do. 

Edit: Also toggle Archive Invalidation in FOMM or NMM. 

Latter
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Hi,

Hi,

I've found another missing mesh in my game client. This time, it's in Point Lookout; the Sea Cave where Jackson is. I'm not sure what's actually missing, because I've never played FO3, but just a heads up this time!

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Hexo
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Thank for the fixes :)

Thanks for the fixes :)

chucksteel
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Latter, 

Latter, 

that seems to be the caskets or mine carts I've had to fix them in the past and will look into them soon. 

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I don't know if this is an

I don't know if this is an error on my part or something, but I found another missing mesh in Mothership Zeta. I checked to see if there was any loose files in NV directory for that particular mesh but I found nothing.


base id: xx00bf0e

"other" id: xx0032e1

 

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chucksteel
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Grrrr! No it's not on your

Grrrr! No it's not on your end seems BSA's have a load order too and the TTW one is getting killed by the vanilla BSA's. All of these missing meshes are fixed and in the TTW BSA but not displaying in game. 

jerrydrake
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Hello,

Hello,

I have also missing meshes in sea cave (Point Lookout). There are problems in the following static objects (seen in GECK) :

1) DLC04Coffin01 (marker_error in the meshe texture list);

2) DLC04Coffin01Open (same error).

I've tried with vanilla TTW.

I've tried extracting the meshes from Fallout3 PointLookout.bsa an inserting in the data path (correct archive invalidation setting) but it does not work. Seems another problem (reference in the esm?). I tried by renaming the meshes (nif files) and substituting them with the one that works (DLC04Coffin01closed) and the problem is fixed (but I have only closed coffins) so it seems a problem in some reference in the nif file.

May I ask you if there is a quick way to fix it with GECK or nifskope?

Bye, Jerrydrake

chucksteel
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try extracting the meshes

try extracting the meshes from the TTW.bsa's they contain the fixed meshes. 

jerrydrake
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Thank you for the answer. I

Thank you for the answer.

I've done it and it is ok. I think that probably the best solution to theese problems could be to extract with BSAOpt all TTW meshes and copy directly the files into the data folder (avoiding the problem of TTW bsa files replaced by vanilla ones). What do you think?

In the meantime I also solved the problem of coffins by myself with nifskope (it was a problem with the collision boxes, if my understanding of NIF is correct). I attach the zip file with the replacement nifs so other people that does not have BSAOpt (or do not know how to use it) can also solve their problem with coffins...

 

Bye. J

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Dionysus
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Than you for the meshes. I

Than you for the meshes. I have the Steam NV & Disk GOY ver of fo3. Nmc textures. I found i had to import some of the bsa over and it solved alot of the probs. Don't no if that is helpful at all.

jerrydrake
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Hello Latter and Dionysus,

Hello Latter and Dionysus,

I attach also the coffin meshes extracted from the TTW bsa (same as mine but with much better collision boxes). I hope people of TTW team does not mind...

Bye and enjoy!

J.

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chucksteel
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it fine Jerrydrake, I was

it fine Jerrydrake, I was going to do the same but you beat me too it. I actually thought the first ones you uploaded were the ones from the bsa. 

jerrydrake
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I understand,

I understand,

sorry for this but at the moment I posted the files I didn't managed to extract successfully the meshes from TTW (I forgot the flag "skip existing files" set in BSAOpt setting). For this reason I added my files instead. After, when I realized this I edited the post. Later I made the zip with your files and I added them also.

Bye,

J.

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 Lightouse lamp..

 Lightouse lamp..

 It is visible, but you cannot pick it up/ get it into inventory to take it to the lighthouse...

TrickyVein
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The issue has been identified

The issue has been identified and there's a fix for it.

Strangely enough, it seems like a vanilla bug.

Jeffman12
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Check out meshes\dlco05

Check out meshes\dlco05\architecture\machines\dlc05machine01.nif

I've found out that it loads just fine in FO3's engine and geck, but something prevents it from working in NV, I did this by testing the FO3 BSA's version in the NV geck. It worked in FO3's geck and nifskope, but not NV's.

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Ok, found a missing mesh in

Ok, found a missing mesh in Mothership Zeta, the code is xx004f0d, where xx is 0c in my load order.

TJ
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Chuck's meshes and the coffin

Chuck's meshes and the coffin mesh are in the zip file in the SVN thread. Tricky's fix has been merged. I'm leaving this open for now in case there are any more issues.

Issue changes: 

Status: Unverified » Verified
chucksteel
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I know of one more zeta

I know of one more zeta missing mesh (Forget the name off the top of my head but I know where to find it.) Haven't gotten to this because I had to do a complete system reinstall! :( once I get my games back I'll update and fix the other missing meshes I know of. 

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Missing mesh in Zeta's stasis

Might be same thing: missing mesh in Zeta's stasis room with the time travellers. 2 of them, behind and inbetween the stasis chambers.

atabata
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Any clue what this missing

Any clue what this missing mesh in Zeta would be?

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tizerist
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Just to add, the missing mesh

Just to add, the missing mesh(es) that I reported are apparently currently being dealt with by chucksteel.

tizerist
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What exactly is the problem

What exactly is the problem mesh, may I ask?

chucksteel
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not entirely sure of the

not entirely sure of the issue. I fix the meshes they go into the installer and they break again. 

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It's because BSAs have a load

It's because BSAs have a load order that is kind of voodoo to me. So the fixed meshes are in the installer and in a BSA, but they are being overwritten by another BSA. It is fixed in the next version though so that's nice.

Jeffman12
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So, I've been holding off on

So, I've been holding off on playing through mothership zeta until the model issue is fixed, is that still necessary?

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It is, but we have the issue

It is, but we have the issue fixed in the next version which the team is working very hard on.

Jeffman12
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I should have been more

I should have been more specific, I meant to ask about the zeta mesh that doesn't work in NV's version of the engine.

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The new release is now out

The new release is now out and it is fixed.

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Highsweep wrote:

Highsweep wrote:

 

I'm missing A3-21 plasma rifle texture and also the texture of plasma on the ground

I'm running 2.6.3a and I get a huge red triangle instead of A3-21's plasma rifle texture. Should I open a new thread as a new bug, or is there a fix I can implement?

chucksteel
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Zealot wrote:

Zealot wrote:

 

 

Highsweep wrote:

 

I'm missing A3-21 plasma rifle texture and also the texture of plasma on the ground

 

I'm running 2.6.3a and I get a huge red triangle instead of A3-21's plasma rifle texture. Should I open a new thread as a new bug, or is there a fix I can implement?

 

Your issue is mod related not a TTW problem. Here my game. 

Zealot
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Thank you for the quick reply

Thank you for the quick reply chucksteel. I'll see if I can weed it out.

chucksteel
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Also FYI, Red "!" does not

Also FYI, Red "!" does not mean missing texture it means missing mesh. I would make sure you installed all mods properly. 

Zealot
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Yes, something with EVE FNV

Yes, something with EVE FNV didn't get installed correctly. Once I unloaded them everything was fine.

And thank you for teaching me what the red sign meant!

chucksteel
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missing textures will take on

missing textures will take on the textures of objects around the texture is missing! They will change as the player moves around them. 

Not trying to be a dick I hope you get that but if people can explain the real issue better it will help to sort out issues in the end. 

Zealot
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Exactly! I thanked you

Exactly! I thanked you because you were educating me in a simple yet satisfactory way. Cheers.

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Hey I dunno if this is to do

Hey I dunno if this is to do with the same problem but for some reason, the outcasts armor in anchourage are glowing??? Like a light bulb and are really bright I've tried and looked everywhere for a fix but I can't find anything, I tested this with and without the mods I use...

JaxFirehart
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Test it without Book of Steel

Test it without Book of Steel

thermador
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Closing this old bug report. 

Closing this old bug report.  The title is no longer relevant and the missing meshes were merged in a long time ago.

Issue changes: 

Status: Verified » Closed (merged)