I've got an issue I can't seem to pin down due to lack of Fallout modding knowledge. I've poked around in FO3Edit trying to find obvious conflicts related to specified textures and/or meshes, but no luck.
Basically, Super Mutant Heavy Gunner (and maybe others) have armor that disappears totally (leaving them naked) when viewed from certain angles OR distances. I have noticed that sometimes there is what appears to be a super mutant armor, tilted 90 degrees, slightly squashed, walking vertically in the sky... I'm unsure if this occurs when the armor "disappears" since I only saw it when there was 2 super mutant heavy gunners in the area and I'm guessing the sky-armor was from the one I wasn't looking at.
My guess is that the coordinates for where the mesh is supposed to be are messed up somewhere, but I've got no idea where to even start looking. I tried to figure out which armor they were wearing by looking at their inventory (showInventory) but all they had were: Super Token 4C09B94C PiggyBack Token 0A000FA8
EDIT: I managed to find that particular dude in GECK by comparing his armor to the screenshots, I think he is called CrSuperMutant2MinigunA (00092C4F), named Super Mutant Brute When viewing him in the preview window in GECK he looks absolutely fine, no texture / model messups. The entry in FO3Edit with and without bashed patch is not conflicted when it comes to model names, the only interesting entry is the SCRI-Script one that is merged by the Blackened FWE-MMM-EVE-Project Beauty patch... Do note that I have no idea what I'm doing, this is just an info-dump with what i found so far, hoping someone smarter than me has more ideas :D
I've got a savegame right infront of it, I'm not sure if any changes I make to attempt to fix this will be visible since its already spawned? Would I have to reset everything by going to an interior cell for a while and then try to locate some new super mutants?
I don't have any apparent issues with anything else that I've noticed. I've used LOOT to sort the mods and I've manually copied ALL the bash tags from LOOT into Wrye Flash (took forever, any way to automate that?) before generating the bashed patch. EDIT: I've also run FO3LodGen on pretty much every mod I've got + vanilla..
Armor in the sky
Screenshots of a corpse with armor on and off (captured from a video of the problem), archives, loadorder, lockedorder, modlist and plugins, list of bash tag from Wrye and the "report" of the bashed patch generation are attached to this post.
Question
Faldaani
Hi
First off, great work with the guide!
I've got an issue I can't seem to pin down due to lack of Fallout modding knowledge.
I've poked around in FO3Edit trying to find obvious conflicts related to specified textures and/or meshes, but no luck.
Basically, Super Mutant Heavy Gunner (and maybe others) have armor that disappears totally (leaving them naked) when viewed from certain angles OR distances.
I have noticed that sometimes there is what appears to be a super mutant armor, tilted 90 degrees, slightly squashed, walking vertically in the sky... I'm unsure if this occurs when the armor "disappears" since I only saw it when there was 2 super mutant heavy gunners in the area and I'm guessing the sky-armor was from the one I wasn't looking at.
My guess is that the coordinates for where the mesh is supposed to be are messed up somewhere, but I've got no idea where to even start looking.
I tried to figure out which armor they were wearing by looking at their inventory (showInventory) but all they had were:
Super Token 4C09B94C
PiggyBack Token 0A000FA8
EDIT: I managed to find that particular dude in GECK by comparing his armor to the screenshots, I think he is called CrSuperMutant2MinigunA (00092C4F), named Super Mutant Brute
When viewing him in the preview window in GECK he looks absolutely fine, no texture / model messups. The entry in FO3Edit with and without bashed patch is not conflicted when it comes to model names, the only interesting entry is the SCRI-Script one that is merged by the Blackened FWE-MMM-EVE-Project Beauty patch... Do note that I have no idea what I'm doing, this is just an info-dump with what i found so far, hoping someone smarter than me has more ideas :D
I've got a savegame right infront of it, I'm not sure if any changes I make to attempt to fix this will be visible since its already spawned? Would I have to reset everything by going to an interior cell for a while and then try to locate some new super mutants?
I don't have any apparent issues with anything else that I've noticed.
I've used LOOT to sort the mods and I've manually copied ALL the bash tags from LOOT into Wrye Flash (took forever, any way to automate that?) before generating the bashed patch.
EDIT: I've also run FO3LodGen on pretty much every mod I've got + vanilla..
Armor in the sky
Screenshots of a corpse with armor on and off (captured from a video of the problem), archives, loadorder, lockedorder, modlist and plugins, list of bash tag from Wrye and the "report" of the bashed patch generation are attached to this post.
Thanks in advance for any help :)
archives.txt
loadorder.txt
lockedorder.txt
modlist.txt
plugins.txt
Bashed Patch, 0.txt
bash_tags.txt
Edited by Faldaani6 answers to this question
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