More missing mesh misfortunes.

General help and troubleshooting.
SourSir
Posts: 5
Joined: Thu Nov 15, 2018 3:00 am

More missing mesh misfortunes.

Post by SourSir » Sat Nov 17, 2018 2:30 pm

( Conclusion : To solve this issue, see either viewtopic.php?f=23&t=6631#p60044 (post #7 in this thread) or viewtopic.php?t=6559#p59598 )

Hi. I'm encountering problems with missing meshes with 3.2. I first saw this after leaving the vault with a fully modded game, and I then uninstalled, and minimally reinstalled only to encounter the problem again.



Base games are GoG Fo3:GOTY and GoG FNV:Ultimate. TTW_Install completed without errors, and installed directly into the FNV folder. I then used FOMM 0.14.14.4 to ensure the following load order :

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[ ] FalloutNV_lang.esp
and launched the game via 'Launch NVSE'.

A few of the missing models outside 101, in Springdale, and inside Megaton.

Code: Select all

6019f3c	Architecture\Urban\StreetDressing\MailDropbox01.NIF
15043	Architecture\Urban\Rubble\RubChunk05.NIF
15044	Architecture\Urban\Rubble\RubChunk04.NIF
1e033	Clutter\Playground\Ruined\UFOFort01.NIF
2135f	Architecture\Suburban\RubblePiles\SuburbanRubblePile01b.NIF
95660	Architecture\Urban\RubblePiles\RubblePileEdging01Brick.NIF
a43	Architecture\Urban\Sidewalk\SWDoubleEdge01.NIF
a45	Architecture\Urban\Sidewalk\SWDoubleEdge03.NIF
a4c	Architecture\Urban\Sidewalk\SWDoubleShade01.NIF
a55	Architecture\Urban\Sidewalk\SWTrimDouble01.NIF
For reference, I'm seeing the same as in viewtopic.php?f=23&t=6592

As well as these, the door volumes are missing in Megaton - I can't enter doors: there's no 'open' or 'locked' prompt.

Just in case anyone else is using GoG installs, details of my two base .esms (after TTW installation) are :

Code: Select all

Fallout3.esm	286,339,072 bytes	sha-256=65E1038FD293AFF663BC7FB8EC0A37B9BE845D8B64C69E037B8712E33F636C6A
FalloutNV.esm	245,653,504 bytes	sha-256=50991D36804B7D1E70DF1AFD7471B72F0E29D1B456EE2516A9717C002564E7C1
and my ttw_nvse.log is

Code: Select all

[fd13cc176f14e6b6dc489e0c2500595b] falloutnv.esm
[524904da7d585c31f02db34e6dd1a010] gunrunnersarsenal.esm
[4dff17254e80871ec094c9fb8d51916f] mercenarypack.esm
[2afca0a0df2ad1024c6fcbe66711a54d] deadmoney.esm
[791d410ea87b33cf4b89a1c4efe4970e] honesthearts.esm
[54b58db1a14b2a4bda83f860299f233c] oldworldblues.esm
[c268a9e7d8bff8747c1210735e44d272] lonesomeroad.esm
[fe73f8d75b60ec5a8d5ae87efa17dc8f] fallout3.esm
[85c5f1c7cadb6a686832388ea2153ac4] anchorage.esm
[e1c33164e039c0cc62118133d4081255] thepitt.esm
[7ee8b9508f55711bc7321a431ea248cb] brokensteel.esm
[d90edacd0078abdfd211ba585fb0c73a] pointlookout.esm
[04ed661fae52b3e1cc4fc7204296c4c0] zeta.esm
[91c0d7a834954057e7998921e154b4ff] caravanpack.esm
[44cb6ac23018c4394dbd6b747d6db402] classicpack.esm
[bbe875b0ecf08f337f55200c0f171cd5] tribalpack.esm
[2ddf3cad0a246b4d06bf7c413808889b] taleoftwowastelands.esm
[55e76e2aa284bf17935b9267d345f9d6] yupttw.esm
[-1]
I can see no obvious errors or warnings in any of the .log files.


How could I diagnose and correct this?

Thanks!
Last edited by SourSir on Sun Nov 18, 2018 12:05 am, edited 2 times in total.

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IvoryOwl
Posts: 72
Joined: Fri Oct 20, 2017 4:35 pm

Re: More missing mesh misfortunes.

Post by IvoryOwl » Sat Nov 17, 2018 5:03 pm

Did you follow the installation guide that was present in the download page? It specifically states; install the game in the FNV folder ONLY if you want to experience TTW in it's vanilla, un-modded state.

You're going to have to re-install everything again because NV's original files have been compromised and or replaced by TTW's, they can no longer be used for anything else other than playing it as it is. I also recommend you use MO2 instead of FOMM. Why? Easier to install and uninstall mods without risking the game's actual files, ability to create multiple instances or profiles for large mods (like DUST and New California), still being supported by it's developers, fully compatible with TTW, easier to troubleshoot due to it's popularity, etc.

Make sure you pay close attention to the guide because TTW (with proper audio files) takes at least 2 hours to finish. Mistakes can be costly.

SourSir
Posts: 5
Joined: Thu Nov 15, 2018 3:00 am

Re: More missing mesh misfortunes.

Post by SourSir » Sat Nov 17, 2018 5:09 pm

Yes, I installed into the FNV folder with no extra mods in order to reduce variables. The problem still occurs.

I only used FOMM in order to check the load order. I didn't install, remove, or re-order anything.

User avatar
IvoryOwl
Posts: 72
Joined: Fri Oct 20, 2017 4:35 pm

Re: More missing mesh misfortunes.

Post by IvoryOwl » Sat Nov 17, 2018 5:54 pm

SourSir wrote:
Sat Nov 17, 2018 5:09 pm
Yes, I installed into the FNV folder with no extra mods in order to reduce variables. The problem still occurs.

I only used FOMM in order to check the load order. I didn't install, remove, or re-order anything.
Another red flag I noticed was the fact you have a FalloutNV_lang.esp in your load order.
Localized versions aren't supported, you need both of your games to be in English (US or EU).

SourSir
Posts: 5
Joined: Thu Nov 15, 2018 3:00 am

Re: More missing mesh misfortunes.

Post by SourSir » Sat Nov 17, 2018 6:24 pm

I have the US English version running on a UK English OS. Could that be the problem?

SourSir
Posts: 5
Joined: Thu Nov 15, 2018 3:00 am

Re: More missing mesh misfortunes.

Post by SourSir » Sat Nov 17, 2018 11:06 pm

Uninstalled both Fo3 and FNV; reinstalled both; reinstalled TTW (outside FNV's Data directory); used MO2 v2.1.2 to install TTW and re-order .esms; started new game.

Same meshes missing.

What should I check next?

SourSir
Posts: 5
Joined: Thu Nov 15, 2018 3:00 am

Re: More missing mesh misfortunes.

Post by SourSir » Sat Nov 17, 2018 11:36 pm

Interestingly, MO2 shows that Fallout - Meshes2.bsa, a 382MB file present in the ttw mod folder is present in the Archives tab, but is one of the only files not ticked (along with Fallout - Invalidation.bsa). This .bsa contains (at least some of) the missing meshes.

I shall investigate.

Edit : Investigation complete. Adding Fallout - Meshes2.bsa to SArchiveList= in the [Archives] section of both fallout.ini and falloutprefs.ini solved the problem. MO2 acknowledged the files, and the missing-mesh prisms had vanished from the wasteland, to be replaced by glorious, glorious piles of rubble.

pepertje
Posts: 6
Joined: Tue Jul 14, 2015 2:08 pm

Re: More missing mesh misfortunes.

Post by pepertje » Fri Feb 08, 2019 11:21 am

SourSir wrote:
Sat Nov 17, 2018 11:36 pm
Investigation complete. Adding Fallout - Meshes2.bsa to SArchiveList= in the [Archives] section of both fallout.ini and falloutprefs.ini solved the problem. MO2 acknowledged the files, and the missing-mesh prisms had vanished from the wasteland, to be replaced by glorious, glorious piles of rubble.
Okay, this saved me a lot of headache, this worked splendidly. Had half the Capital Wasteland missing after leaving the Vault, seems okay on first glance now :)
Maybe this should be listed on the install page, I recall this going wrong when I first installed it a few years ago as well. Or it's been so jarring I imagined having the same issue on the first install :?

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RoyBatty
Gary
Posts: 6962
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: More missing mesh misfortunes.

Post by RoyBatty » Fri Feb 08, 2019 12:17 pm

It's already in the FAQ
Image

Bryman1970
Posts: 2
Joined: Tue Apr 23, 2019 7:14 pm

Re: More missing mesh misfortunes.

Post by Bryman1970 » Wed Apr 24, 2019 5:30 pm

So just to be clear, if I were to install TTW in a new separate folder, I could add mods and eliminate the missing mesh problem?

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