Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

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(Issue - Body Replacer - Custom Body Types: fix typoes)
(Issue - QUEST is hung and will not advance: updated for Mod Quest-IDs)
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* "LOOT" v0.11.0 works without modification.
 
* "LOOT" v0.11.0 works without modification.
  
* "xEdit/FNVEdit" should work, but might have trouble locating the GOG game folder until updated if not installed there.
+
* "xEdit/[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit]" should work, but might have trouble locating the GOG game folder until updated if not installed there.
  
 
* Warning message "Unable to start steam automatically. Your game may not launch correctly" is given when starting the game through FOMM (which has recognized it automatically).  This warning can be ignored.
 
* Warning message "Unable to start steam automatically. Your game may not launch correctly" is given when starting the game through FOMM (which has recognized it automatically).  This warning can be ignored.
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=== Issue - Modded game CTDs on startup ===
 
=== Issue - Modded game CTDs on startup ===
 
* Cause-1: If the CTD occurs '''before''' you get to the Main/Pause Menu, likely it is a "missing master file" required by a mod plugin.
 
* Cause-1: If the CTD occurs '''before''' you get to the Main/Pause Menu, likely it is a "missing master file" required by a mod plugin.
:* Solution-1: Load your entire "load order" into FNVEdit and see if it reports any "missing master" errors for any plugins.  See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for a tutorial on how to determine the missing file and fix this problem.
+
:* Solution-1: Load your entire "load order" into [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] and see if it reports any "missing master" errors for any plugins.  See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for a tutorial on how to determine the missing file and fix this problem.
 
::* Re-check the mod download page for any required files you may have missed or removed.
 
::* Re-check the mod download page for any required files you may have missed or removed.
  
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<span id="Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)"></span>
 
<span id="Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)"></span>
 +
 
=== Issue - NVSE - fails to load after update KB4058043 to Win10 FCU ''v1709'' ===
 
=== Issue - NVSE - fails to load after update KB4058043 to Win10 FCU ''v1709'' ===
 
This can also manifest as a general slowdown and loss of some sounds.
 
This can also manifest as a general slowdown and loss of some sounds.
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*[http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (Win 10 users: See also [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].  
 
*[http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (Win 10 users: See also [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].  
 
*[http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].  
 
*[http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].  
*[http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)  
+
* [https://web.archive.org/web/20161008023921/http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
*[http://www.tweakguides.com/NVFORCE_1.html Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)  
+
* [https://web.archive.org/web/20161004212522/http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
*[http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)  
+
* [https://web.archive.org/web/20160719081231/http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
 +
* [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
 
*[http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]  
 
*[http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]  
  
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<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
 
<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
 +
 
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
 
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
  
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* Cause-10: There is a known game engine bug when firing a weapon that uses multiple projectiles (e.g. "shotguns").
 
* Cause-10: There is a known game engine bug when firing a weapon that uses multiple projectiles (e.g. "shotguns").
 
:* Solution-10: The mod [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a solution for this: "bMultiProjectileFix - Fixes an engine bug where using weapons which fire multiple projectiles per shot could often cause brief lags and FPS drops when hitting live targets."  Reportedly, it'll still lag if the number of pellets the shotgun fires is large, but vanilla numbers should be fine.
 
:* Solution-10: The mod [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a solution for this: "bMultiProjectileFix - Fixes an engine bug where using weapons which fire multiple projectiles per shot could often cause brief lags and FPS drops when hitting live targets."  Reportedly, it'll still lag if the number of pellets the shotgun fires is large, but vanilla numbers should be fine.
 +
 +
<span id="Issue: MouseSensitivty"></span>
 +
=== Issue - Mouse sensitivity reduced ===
 +
Symptoms: Mouse sensitivity inside any interior is about half that of the value in exteriors.
 +
 +
* Cause-1: "[https://geckwiki.com/index.php?title=ImageSpace Image Space]" systems can configure the base display effects for a cell or worldspace. This would allow designers to drive post-processed "film" effects through the editor, giving much greater control and more of a "film" feel. Some of the effects include blurring, coloring, and HDR/Bloom effects. The ImageSpace form can be opened from the [https://geckwiki.com/index.php/World_Spaces World Spaces] menu.  Mods can make edits which damage how these work.
 +
:* Solution-1: The mod "[https://www.nexusmods.com/newvegas/mods/42847/ PWV - Project Wasteland Vision]" makes some edits to "[https://geckwiki.com/index.php?title=ImageSpace_Modifier ImageSpace Modifier (IMOD)]" records for explosions, plasma, and scope FX.  Removing those edits with [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] resolved the problem for the reporting user.
 +
 +
* Cause-2: Mouse driver, especially some brand "additional features" such as accelerators.
 +
:* Solution-2a: Check the vendor brand support forums to see if there are any similar reports.
 +
:* Solution-2b: Start troubleshooting by disabling any optional mouse driver features, test, and then add desired features one at a time.
 +
:* Solution-2c: If you have more than one mouse available, try swapping out brands.
 +
:* Solution-2d: Try an older version of the driver as well, as later versions often drop support/testing for older games.
 +
:* Solution-2e: There are hidden interactions between the Audio, Mouse, and Video drivers.  If there has been a recent update to one of these, test by rolling it back to the previous functional version to see if there is an improvement.
  
 
<span id="Issue: NPCs and Creatures are moving at "hyper-speed""></span>
 
<span id="Issue: NPCs and Creatures are moving at "hyper-speed""></span>
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:*Solution-2a: You can use nearly any script command in the console. The difference is mainly that you'll need to use the numerical '''Reference-ID''' (next to the text '''Editor-ID''' or '''Base-ID''' in wiki tables). On that note, you can use these commands in-game on any reference if you have the correct ID it is expecting.   
 
:*Solution-2a: You can use nearly any script command in the console. The difference is mainly that you'll need to use the numerical '''Reference-ID''' (next to the text '''Editor-ID''' or '''Base-ID''' in wiki tables). On that note, you can use these commands in-game on any reference if you have the correct ID it is expecting.   
 
::(Here's a good comprehensive reference for console commands: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands_(all) Gamebryo and Creation console commands (all)]. Even though a command is listed, that doesn't guarantee full functionality. Best thing to do is to test it.)  
 
::(Here's a good comprehensive reference for console commands: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands_(all) Gamebryo and Creation console commands (all)]. Even though a command is listed, that doesn't guarantee full functionality. Best thing to do is to test it.)  
::Fortunately, for every actor or object in the vanilla game, including the DLCs, these numbers are available on all the Fallout wiki sites, like Wikia's Nukapedia or Gamepedia's The Vault for example. But, unfortunately, NOT for the Radio Stations, which use Talking Activators (form type "TACT"). You will need to know their "common name", which you can look up by their "Editor-ID" in FNVEdit under "Name" field. Then in the game console, enter the command:   
+
::Fortunately, for every actor or object in the vanilla game, including the DLCs, these numbers are available on all the Fallout wiki sites, like Wikia's Nukapedia or Gamepedia's The Vault for example. But, unfortunately, NOT for the Radio Stations, which use Talking Activators (form type "TACT"). You will need to know their "common name", which you can look up by their "Editor-ID" in [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] under "Name" field. Then in the game console, enter the command:   
 
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">save <SomeFileName> 1</div>  
 
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">save <SomeFileName> 1</div>  
 
:
 
:
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<span id="Issue: System Network configuration"></span>
 
<span id="Issue: System Network configuration"></span>
 +
 
=== Issue - System Network configuration ===
 
=== Issue - System Network configuration ===
  
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== Solutions to Crash To Desktop ''aka CTD'' problems ==
 
== Solutions to Crash To Desktop ''aka CTD'' problems ==
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because the game engine was not able to predictably handle the error.  Please see the "Windows Error Messages" section of the wiki "[http://wiki.nexusmods.com/index.php/How_to_read_most_Bethesda_game_error_logs How to read most Bethesda game error logs]" article.
 +
 +
Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.
 +
 +
Checking such logs should always be your first step, as separating "Windows System" from "Game" generated errors will save you from fruitlessly spending lots of time looking in the wrong direction for the cause.
 +
</div>
  
 
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
 
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
 
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
 
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
 
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
 
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
<span style="color: green;background-color:#fff5f5;">Update: the Win10 April 2018 "Spring Creators Update" (2018 SCU) "1803" (aka "Redstone 4") seems to have enabled many users to utilize NVSR again.  See "Solution-2".<br>The author of '''NVSR''' ('''SkyRanger-1''') has (as of 30 Nov 2018) released a replacement [http://www.nexusmods.com/newvegas/mods/65606 Stabilised NVSR ini File for Windows 10].  '''''Try this first''''' after installing the '''2018 SCU'''.<br><br>
+
<span style="color: green;background-color:#fff5f5;">Update: The mod [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] is a lighter, fully Windows 10 compatible, completely rewritten version of the 64hz micro-stutter bug script fix from NVSR, including '''Fast Exit''' and a '''high FPS fix''' for exceeding 60FPS.  NOTE: NVTF v3.0 is now NOT supported when used in conjunction with NVSR.
The mod [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] is a lighter, fully Windows 10 compatible, completely rewritten version of the 64hz micro-stutter bug script fix from NVSR, including '''Fast Exit''' and a '''high FPS fix''' for exceeding 60FPS.  NOTE: NVTF v3.0 is now suggested to NOT be used in conjunction with NVSR.</span>
+
</span>
 
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
 
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
 
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
 
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
:* Solution-1: Those experiencing this problem are recommended to try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.)  Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary."  Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
+
:* Solution-1: The mods [https://www.nexusmods.com/newvegas/mods/69779/? New Vegas Heap Replacer (NVHR)] combined with [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] should round out all the needed functionality of NVSR, enabling it's complete removal.  This is now the recommended solution for Windows 7 and 10 users.
 +
:* Solution-2: Those experiencing this problem who still want to continue using NVSR can try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.)  Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary."  Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
  
:* Solution-2: If "Solution-1" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
+
:* Solution-3: If "Solution-2" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
  
:* Solution-3: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini".  The "1" value just means NVSR uses the vanilla mechanism anyway.  Setting "iDefaultMode =" to anything other than "1" seems to cause the problem.  (It defaults to "3".)
+
:* Solution-4: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini".  The "1" value just means NVSR uses the vanilla mechanism anyway.  Setting "iDefaultMode =" to anything other than "1" seems to cause the problem.  (It defaults to "3".)
  
:* Solution-4:  User '''Brad852''' (and others) has achieved a stable and stutter free game with the following tweaks to the v4-1-36 configuration:
+
:* Solution-5:  User '''Brad852''' (and others) has achieved a stable and stutter free game with the following tweaks to the NVSR v4-1-36 configuration:
 
::* Make sure the settings under "Master = {" are:
 
::* Make sure the settings under "Master = {" are:
 
:::* bManageFPS = 1
 
:::* bManageFPS = 1
Line 1,466: Line 1,495:
 
::* This '''Brad852''' configuration seems to CTD for some users if the ''iAudioCacheSize'' or ''iMaxSizeForCachedSound'' values are altered in accordance with '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video (i.e. "[Audio]", "iAudioCacheSize=2048" to "8192"; "iMaxSizeForCachedSound=256" to "1024").
 
::* This '''Brad852''' configuration seems to CTD for some users if the ''iAudioCacheSize'' or ''iMaxSizeForCachedSound'' values are altered in accordance with '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video (i.e. "[Audio]", "iAudioCacheSize=2048" to "8192"; "iMaxSizeForCachedSound=256" to "1024").
  
:* Solution-5: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''').  There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
+
:* Solution-6: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''').  There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
  
:* Solution-6: '''Team Moki''' has posted a "mod" [http://www.nexusmods.com/newvegas/mods/66063 Ultimate Fallout New Vegas Stutter Removal for WIndows 10 and 7] consisting of a fully tweaked '''NVSR''' "\NVSE\Plugins\sr_New_Vegas_Stutter_Remover.ini" file.
+
:* Solution-7: '''Team Moki''' has posted a "mod" [http://www.nexusmods.com/newvegas/mods/66063 Ultimate Fallout New Vegas Stutter Removal for WIndows 10 and 7] consisting of a fully tweaked '''NVSR''' "\NVSE\Plugins\sr_New_Vegas_Stutter_Remover.ini" file.
  
:* Solution-7: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
+
:* Solution-8: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
  
 
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
 
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
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:* [http://www.nexusmods.com/newvegas/mods/63747 Console key rebinder] in the event your default key <'''~'''> doesn't work.
 
:* [http://www.nexusmods.com/newvegas/mods/63747 Console key rebinder] in the event your default key <'''~'''> doesn't work.
  
<span id="Issue: Gazing in certain directions causes a "freeze""></span>
+
<span id="Issue - GamepadSupport"></span>
=== Issue - Gazing in certain directions causes a ''freeze'' ===
+
<span id="Issue: GamepadSupport"></span>
In certain locations the game appears to freeze when looking in certain directions.  Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.<br>
 
Known problem locations:
 
# Looking South of '''Matthews Animal Husbandry Farm'''.
 
# Looking West from the '''Searchlight Airport''''s Western fence.
 
# Looking North of '''Guardian Peak'''.
 
# Looking South from '''The Devil's Throat'''.
 
 
* Cause: Mod conflict.
 
:* Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problem.  No reports of any patches to this file correcting the situation.
 
 
 
<span id="Issue: Grenade throw always falls at my feet"></span>
 
=== Issue - Grenade throw always falls at my feet ===
 
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
 
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
 
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
 
  
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
+
=== Issue - Controls - GamePad Support missing ===
 +
Symptoms: GamePad or Controller does not natively recognize key and mouse controls.
  
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
+
* Cause: The game does not provide built-in support for the device.
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
+
:* Solution: Use a controller adapter keybard mapping program to add this functionality. See [[#Issue - KeyControllerConflict|Issue - Controls - Mouse and/or keyboard don't work with a game controller installed]] for some options.
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
+
::: Note that FNV will also require reconfiguring INI file settings and the use of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] to support the controller (see [[#Issue - RemoveControllerDefaultButtons|Issue - Controls - How to remove a game controller's default button bindings]]).
  
 +
<span id="Issue - RemapDefaults"></span>
 
<span id="Issue: Have to remap some essential default key assignments"></span>
 
<span id="Issue: Have to remap some essential default key assignments"></span>
=== Issue - Have to remap some essential default key assignments ===
+
 
 +
=== Issue - Controls - Have to remap some essential default key assignments ===
 
* Cause: Various.
 
* Cause: Various.
 
:* Solution: For a hardware key failure, most laptops will let you use an external keyboard plugged into the PS2 or USB port.  But if that is not an option, you can "re-map" most crucial key assignments.
 
:* Solution: For a hardware key failure, most laptops will let you use an external keyboard plugged into the PS2 or USB port.  But if that is not an option, you can "re-map" most crucial key assignments.
Line 1,705: Line 1,722:
 
::* Then open the "FalloutPrefs.INI" file in your "Users" folder and locate the "[Controls]" section.  That lists various "functions" with the "hex scan code" for each.  Change the ones you need (preserving leading zeros so each code is exactly 8 characters long) and save.
 
::* Then open the "FalloutPrefs.INI" file in your "Users" folder and locate the "[Controls]" section.  That lists various "functions" with the "hex scan code" for each.  Change the ones you need (preserving leading zeros so each code is exactly 8 characters long) and save.
 
::: (Suggest you only change what you have to there to get you into the game main menu where you can use the "Settings | Keyboard" menu interface to make most changes.)
 
::: (Suggest you only change what you have to there to get you into the game main menu where you can use the "Settings | Keyboard" menu interface to make most changes.)
::* See '[[#Issue:_How_to_determine_what_keystrokes_are_being_passed|Issue: How to determine what keystrokes are being passed]]' if you have problems.
+
::* See '[[#Issue - KeystrokesPassed|Issue - How to determine what keystrokes are being passed]]' if you have problems.
  
<span id="Issue: How to determine what keystrokes are being passed"></span>
+
<span id="Issue - RemoveControllerDefaultButtons"></span>
=== Issue - How to determine what keystrokes are being passed ===
+
<span id="Issue: How to remove a game controller's default button bindings"></span>
Sometimes "strange things happen" when you press a key and you wonder just what keystrokes were being sent.
 
  
* Cause: Either a mechanical fault in the keyboard or a remapped key function in the software.  Unfortunately there is no universal way to tell just which software has remapped conflicting keys.  These are usually "context specific", meaning they are part of the application and depend upon what it is expecting at that particular moment.  In the case of mods, the last to assign the key mapping "wins".
+
=== Issue - Controls - How to remove a game controller default button bindings ===
 +
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
  
:* Solution: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencasts.  This can be used for troubleshooting as well.  The following are representative examples of available free programs:
+
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
::* [http://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
+
:: {{Lutana NVSE Plugin Status}}
::* [http://aalapshah.in/qipress/ QiPress] by '''aalapshah'''.  Lite version is free; Pro version requires a license.
 
 
 
<span id="Issue: How to remove a game controller's default button bindings"></span>
 
=== Issue - How to remove a game controller default button bindings ===
 
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
 
 
 
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
 
:: {{Lutana NVSE Plugin Status}}
 
  
 
:* Solution-2: Edit the "FalloutPrefs.ini" file in your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder as follows.
 
:* Solution-2: Edit the "FalloutPrefs.ini" file in your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder as follows.
Line 1,731: Line 1,740:
 
:* Now you should be able to use a controller-keyboard mapper program like '''Xpadder''' to assign new keys to the buttons.
 
:* Now you should be able to use a controller-keyboard mapper program like '''Xpadder''' to assign new keys to the buttons.
  
 +
<span id="Issue - SwitchWeaponsMouse"></span>
 
<span id="Issue: How to switch weapons using the mouse middle-button/wheel"></span>
 
<span id="Issue: How to switch weapons using the mouse middle-button/wheel"></span>
  
=== Issue - How to switch weapons using the mouse middle-button or wheel ===
+
=== Issue - Controls - How to switch weapons using the mouse middle-button or wheel ===
 
* Cause: This feature from "First Person Shooters" (FPS) is not implemented in FNV.
 
* Cause: This feature from "First Person Shooters" (FPS) is not implemented in FNV.
 
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/39997/ FPS Weapon Wheel] by '''vivanto''' provides this functionality to both assignable hotkey and mouse wheel.  MCM menu configuration.
 
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/39997/ FPS Weapon Wheel] by '''vivanto''' provides this functionality to both assignable hotkey and mouse wheel.  MCM menu configuration.
  
<span id="Issue: HUD-UI-Menu messed up, unreadable, or missing"></span>
+
<span id="Issue - ModsLackControllerSupport"></span>
=== Issue - HUD-UI-Menu messed up or unreadable or missing ===
+
<span id="Issue: Mods don't seem to have controller support"></span>
* Cause-1: You are using an HUD-UI-Menu mod such as [http://ui.darnified.net/wip/DUIFONV/v1/DUINVv04.7z DarNified UI] (DarnUI) which requires fonts other than the vanilla provided ones to display properly.
 
 
 
:* Solution-1: DarNified UI comes with a set of "DarN" fonts which must be added to the INI files, but there are other fonts available such as:
 
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
 
::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
 
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
 
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder).  The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
 
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
 
<pre>
 
[Fonts]
 
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
 
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
 
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 
</pre>
 
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as well.  The "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
 
 
 
* Cause-2: An XML file is missing an expected element.  Usually this is caused by a mod installation overwriting the XML file in question.
 
 
 
* Solution-2: It can get complicated.  Read this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
 
  
<span id="Issue: Mods don't seem to have controller support"></span>
+
=== Issue - Controls - Mods do not seem to have controller support ===
=== Issue - Mods do not seem to have controller support ===
 
 
Some mods don't seem to work with a game controller, even though the game works fine in general.
 
Some mods don't seem to work with a game controller, even though the game works fine in general.
  
Line 1,779: Line 1,758:
  
 
:* Solution-1b: {{Lutana NVSE Plugin Status}}
 
:* Solution-1b: {{Lutana NVSE Plugin Status}}
:: See also [[#Issue: Keyboard and/or mouse don't work with a game controller installed|Issue: Keyboard and/or mouse don't work with a game controller installed]].  This plugin must be installed to the game "Data\NVSE\Plugins" folder.  Your mod manager may not recognize that location, and manual installation may be required.
+
:: See also [[#Issue_-_KeyControllerConflict|Issue - Controls - Keyboard and-or mouse don't work with a game controller installed]].  This plugin must be installed to the game "Data\NVSE\Plugins" folder.  Your mod manager may not recognize that location, and manual installation may be required.
  
 +
<span id="Issue - KeyControllerConflict"></span>
 
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
 
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
=== Issue - Mouse and-or keyboard does not work with a game controller installed ===
+
 
 +
=== Issue - Controls - Mouse and-or keyboard does not work with a game controller installed ===
 
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface.  FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.  (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
 
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface.  FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.  (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
  
Line 1,790: Line 1,771:
 
::: Xpadder can also handle combinations, sequences, toggles, triggers, shift sets, multiple controllers and more.
 
::: Xpadder can also handle combinations, sequences, toggles, triggers, shift sets, multiple controllers and more.
 
::* [http://www.majorgeeks.com/files/details/xpadder_%28last_freeware_version%29.html Xpadder v5.3] (last freeware version: 13 Apr 2008)
 
::* [http://www.majorgeeks.com/files/details/xpadder_%28last_freeware_version%29.html Xpadder v5.3] (last freeware version: 13 Apr 2008)
:: Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menu.  Xpadder essentially treats the controller like a secondary mouse & keyboard.
+
:::: Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menu.  Xpadder essentially treats the controller like a secondary mouse & keyboard.
 +
::* [https://sourceforge.net/projects/antimicro.mirror/ antimicro] (freeware) Gamepad device specific support with various '''Linux''' distributions, '''Windows''' (Vista and later), and '''FreeBSD''', but with limited support for '''FreeBSD''' and '''Windows XP'''.
 +
:::* [https://www.nexusmods.com/newvegas/mods/70603 FNV Gamepad for mods (Antimicro Profile)] Mod: Gamepad profile for Antimicro configured to offer support for certain FNV specific mods.
  
 
:* Solution-2: The "Lutana NVSE plugin" provides DirectInput (aka "DInput") emulation modes (as opposed to the newer, more current DirectX Input (aka "Xinput") mode) which enable controller input with mods that normally require the keyboard, such as Project Nevada.  See the mod download page for instructions.  As this plugin also provides many other additional functions, it is often required by other mods.
 
:* Solution-2: The "Lutana NVSE plugin" provides DirectInput (aka "DInput") emulation modes (as opposed to the newer, more current DirectX Input (aka "Xinput") mode) which enable controller input with mods that normally require the keyboard, such as Project Nevada.  See the mod download page for instructions.  As this plugin also provides many other additional functions, it is often required by other mods.
Line 1,802: Line 1,785:
 
::* In the bottom right corner click on "Device" and change it from "controller" to "keyboard/mouse".   
 
::* In the bottom right corner click on "Device" and change it from "controller" to "keyboard/mouse".   
 
::* Then exit the game and restart it from the vanilla launcher.  (This is necessary so it will update the hardware settings in your INI files.)
 
::* Then exit the game and restart it from the vanilla launcher.  (This is necessary so it will update the hardware settings in your INI files.)
: See also the [[#Issue: Mods don't seem to have controller support|Issue: Mods don't seem to have controller support]] entry.
+
: See also the [[#Issue - ModsLackControllerSupport|Issue - Mods don't seem to have controller support]] entry.
  
 +
<span id="Issue - MouseMisbehaves"></span>
 
<span id="Issue: Mouse controls"></span>
 
<span id="Issue: Mouse controls"></span>
=== Issue - Mouse controls ===
+
 
 +
=== Issue - Controls - Mouse misbehaves ===
 
Your mouse doesn't behave "in-game" as it does on the desktop.
 
Your mouse doesn't behave "in-game" as it does on the desktop.
  
Line 1,849: Line 1,834:
  
 
* Cause-3: There are points in the game where scripts "DisablePlayerControls" deliberately.  Usually this is to prevent the Player from interrupting messages or "cut-away scenes", but sometimes control is not returned to the Player, with the result that the Pipboy menu and other functions like attacking, blocking, and crouching (either with the mouse or the keyboard) fail to work.
 
* Cause-3: There are points in the game where scripts "DisablePlayerControls" deliberately.  Usually this is to prevent the Player from interrupting messages or "cut-away scenes", but sometimes control is not returned to the Player, with the result that the Pipboy menu and other functions like attacking, blocking, and crouching (either with the mouse or the keyboard) fail to work.
:* Solution-3: Use the console command (<~> key) "EnablePlayerControls" (without the quotes).  If this solution is only temporary, see the earlier "Causes" and the [[#Issue:_Mouse_and/or_keyboard_don't_work_with_a_game_controller_installed|Issue: Mouse and/or keyboard don't work with a game controller installed]] entry.
+
:* Solution-3: Use the console command (<~> key) "EnablePlayerControls" (without the quotes).  If this solution is only temporary, see the earlier "Causes" and the [[#Issue - KeyControllerConflict|Issue - Controls - Mouse and/or keyboard don't work with a game controller installed]] entry.
  
 +
<span id="Issue - Mouse(Logitech)"></span>
 
<span id="Issue: Mouse (Logitech) doesn't highlight or select menu choices"></span>
 
<span id="Issue: Mouse (Logitech) doesn't highlight or select menu choices"></span>
  
=== Issue - Mouse ''notably Logitech'' does not highlight or select menu choices ===
+
=== Issue - Controls - Mouse ''notably Logitech'' does not highlight or select menu choices ===
 
This issue occurs with the vanilla game and no mods installed.  It may have worked fine with older versions of Windows, but now fails with the latest.
 
This issue occurs with the vanilla game and no mods installed.  It may have worked fine with older versions of Windows, but now fails with the latest.
 
* Cause: Logitech drivers have a long history of problems working with Windows games if any of their "advanced" driver features are used.
 
* Cause: Logitech drivers have a long history of problems working with Windows games if any of their "advanced" driver features are used.
Line 1,861: Line 1,847:
 
:* Solution-2: Uninstall all Logitech drivers and add-on software like "SetPoint".  Reboot, and install the bare bones "Microsoft Mouse compatible" driver and any updates instead.  If the Logitech mouse won't work with a bare bones MS certified driver, use a different more compatible mouse.
 
:* Solution-2: Uninstall all Logitech drivers and add-on software like "SetPoint".  Reboot, and install the bare bones "Microsoft Mouse compatible" driver and any updates instead.  If the Logitech mouse won't work with a bare bones MS certified driver, use a different more compatible mouse.
  
<span id="Issue: Mouse not working after ''fast travel''"></span>
+
<span id="Issue - RemapAmmoSwap"></span>
=== Issue - Mouse not working after fast travel ===
 
* Cause: Unknown
 
:* Solution-1a: After "fast travel", enter the Pipboy "map" tab (see [[#Issue_-_Mouse_controls|Issue - Mouse controls]] for hotkeys), move the mouse cursor around a bit and then "<Right-Click>" on the map to enter into the "marker placement" menu to see if it is working again.  It may take more than one attempt at wiggling the mouse cursor around, but once it responds to the mouse click it should work until the next time you "fast travel".
 
 
 
:* Solution-1b: Rename the "Fallout.INI" and "FalloutPrefs.ini" files located in the "C:\Users\<UserAccountName>\Documents\My Games\FalloutNV" folder to some different name.  (Just adding a different extension such as ".org" works.)  Then use the game "FalloutNVLauncher.exe" program to cause them to be rebuilt.  Refer to the backed up original version files for your previous changes.
 
 
 
<span id="Issue: Mouse sensitivity is off, weapon aiming is off, etc."></span>
 
  
=== Issue - Mouse sensitivity or weapon aiming is off or similar issues ===
+
=== Issue - Controls - Remapping the ''ammo swap'' hotkey from key -2- ===
Monitor is set to a higher than 1920x1080 resolution.
 
 
 
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
 
 
 
:* Solution: Use a lower, more standard (in 2010) display resolution.  (Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio".  Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.)  See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
 
 
 
<span id="Issue: Remapping the "ammo swap" hotkey from < 2 />"></span>
 
=== Issue - Remapping the ''ammo swap'' hotkey from key -2- ===
 
 
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
 
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
Line 1,905: Line 1,876:
 
* Ammo Swap=0009FFFF  ; key < 8 ></div>
 
* Ammo Swap=0009FFFF  ; key < 8 ></div>
  
<span id="Issue: Unable to add either of two "weapon mods" to a weapon"></span>
+
<span id="Issue - GazingFreeze"></span>
=== Issue - Unable to add either of two ''weapon mods'' to a weapon ===
+
 
* Cause: The mod [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)] only checks the first of 3 possible mod slotsIf this is blank, it assumes there are no mods available.
+
=== Issue - Gazing in certain directions causes a ''freeze'' ===
 +
In certain locations the game appears to freeze when looking in certain directions.  Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.<br>
 +
Known problem locations:
 +
# Looking South of '''Matthews Animal Husbandry Farm'''.
 +
# Looking West from the '''Searchlight Airport''''s Western fence.
 +
# Looking North of '''Guardian Peak'''.
 +
# Looking South from '''The Devil's Throat'''.
 +
 +
* Cause: Mod conflict.
 +
:* Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problemNo reports of any patches to this file correcting the situation.
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
<span id="Issue - GrenadeThrow"></span>
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
: NOTE: This is a '''''very rare''''' issue.  See the entry [[#Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game|Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game]] first.  If you do confirm this issue with WMM is the cause, please inform the "current maintainer" listed in the "WIP" notice at the top of this article of the specific weapon with a link to the mod in question so a list of offending plugins can be compiled.
 
</div>
 
  
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not emptyTypically this will mean moving the second and third slot entries up by one. Be sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get saved. Note this edit will only work if there are already weapon mods available for that weapon.  Adding weapon mods that do not already exist is a more involved "customization" process.
+
=== Issue - Grenade throw always falls at my feet ===
 +
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
 +
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
 +
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
  
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
+
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
=== Issue - Unable to draw weapons or fire or crouch ===
 
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
 
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
 
: Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
 
* Cause: Removal of all "tumbleweeds" from the game.  The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted.  It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 
  
* Solution:
+
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
** Temporary: Move to somewhere you know you should be able to use all those functions, open the in-game console (<~> key), and enter "EnablePlayerControls" (without the quotes) and hit <Enter>.
+
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new character. Often this functionality is incorporated into "performance" mods, so if it isn't mentioned in the description some testing may be required. However, once the character has stepped outside of Doc Mitchell's so the scripted "tumbleweed" event occurs, they may be installed.
+
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
  
<span id="Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
+
<span id="Issue - KeystrokesPassed"></span>
=== Issue: WMM '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
+
<span id="Issue: How to determine what keystrokes are being passed"></span>
* Cause: There are a number of unspoken assumptions by [http://www.nexusmods.com/newvegas/mods/44515/? The Weapon Mod Menu (WMM)] that, when verified/resolved, are the usual solutions.
 
  
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
+
=== Issue - How to determine what keystrokes are being passed ===
 +
Sometimes "strange things happen" when you press a key and you wonder just what keystrokes were being sent.
  
:* Solution-2: You have a "weapon mod" that is appropriate for that specific weaponMost "weapon mods" only apply to very specific weapons.  There are (to the best of the collective knowledge) none that apply to ALL weaponsSo you have to check the name of the mod very carefully as the differences in the names are subtle.  The easiest way to determine the correct mod for a weapon in game is at the "green vending machines" provided by the additional mod [http://www.nexusmods.com/newvegas/mods/39651/? Weapon Mods Expanded (WMX)], which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
+
* Cause: Either a mechanical fault in the keyboard or a remapped key function in the software.  Unfortunately there is no universal way to tell just which software has remapped conflicting keysThese are usually "context specific", meaning they are part of the application and depend upon what it is expecting at that particular momentIn the case of mods, the last to assign the key mapping "wins".
  
:: (There are a very few instances where WMM will refuse to add weapon modsSee [[#Issue: Unable to add either of two "weapon mods" to a weapon|Issue: Unable to add either of two "weapon mods" to a weapon]] entry, but it will require you to look at the mod plugin internals in either FNVEdit or GECK to verify.)
+
:* Solution: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencasts.  This can be used for troubleshooting as wellThe following are representative examples of available free programs:
 +
::* [http://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
 +
::* [http://aalapshah.in/qipress/ QiPress] by '''aalapshah'''.  Lite version is free; Pro version requires a license.
  
:* Solution-3: You have installed both [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] and WMM in the correct order.  (See the wiki article [[HUD-UI-Menu_issues|HUD-UI-Menu issues]].)
+
<span id="Issue - HUD-UI-MenuCorrupted"></span>
  
:* Solution-4: You do NOT have a game controller attached. If you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
+
=== Issue - HUD-UI-Menu messed up or unreadable or missing ===
 +
* Cause-1: You are using an HUD-UI-Menu mod such as [http://ui.darnified.net/wip/DUIFONV/v1/DUINVv04.7z DarNified UI] (DarnUI) which requires fonts other than the vanilla provided ones to display properly.
  
:* Solution-5: If none of the above are the problem, see if you can find anything in the "fallout_nv_error.log" file. (See [[#Checklist|Checklist item #4]].)
+
:* Solution-1: DarNified UI comes with a set of "DarN" fonts which must be added to the INI files, but there are other fonts available such as:
 
+
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
<span id="Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
+
::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
=== Issue - WMX loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
+
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
+
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder).  The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
 
+
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
:* Solution: [http://www.nexusmods.com/newvegas/mods/39651 Weapon Mods Expanded (WMX)] detects that you have equipped the 'Weathered 10mm Pistol'.  The WMX menu (in the Pip-boy "Inventory" screen for the selected weapon) allows you to swap the defective original Weathered 10mm Pistol for a fully-functional duplicate of it. Doing so will effectively erase any weapon mods already applied to the weapon, so it is recommended to remove them first using [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)].  When you are ready to proceed, select the 'Swap Weapon' button. Select 'Cancel' if you are not ready to proceed (this menu will appear again when you next equip the bugged Weathered 10mm Pistol).
+
<pre>
 
+
[Fonts]
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
+
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
+
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
{{GECK: Common Problems}}
+
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 
+
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
== Solutions to Graphics problems ==
+
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 +
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 +
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 +
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 +
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 +
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 +
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 +
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 +
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 +
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 +
</pre>
 +
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as well.  The "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
  
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
+
* Cause-2: An XML file is missing an expected elementUsually this is caused by a mod installation overwriting the XML file in question.
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
 
This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]"It is also accessible from the "Pause Menu" screen during a game session.  It is only visibly in effect in FPV.
 
  
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanillaWhen this setting is enabled, those weapons will switch:<br>
+
* Solution-2: It can get complicatedRead this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
* from "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode,<br>
 
* to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";<br>
 
: when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".
 
  
Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights.  You use the "crosshair" instead.
+
<span id="Issue - MouseAfterFastTravel"></span>
 +
<span id="Issue - MOUSE - not working after fast travel"></span>
  
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
+
=== Issue - MOUSE - not working after fast travel ===
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
+
* Cause: Unknown
The situation is a bit more complex than it appears on the surface.  Apparent weapon position is determined by the animation files.  It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by defaultIn addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
+
:* Solution-1a: After "fast travel", enter the Pipboy "map" tab (see [[#Issue - MouseMisbehaves|Issue - Mouse Misbehaves]] for hotkeys), move the mouse cursor around a bit and then "<Right-Click>" on the map to enter into the "marker placement" menu to see if it is working againIt may take more than one attempt at wiggling the mouse cursor around, but once it responds to the mouse click it should work until the next time you "fast travel".
  
* Cause-1: This is controlled by a single variable: "fFirstPersonHandFollowMult". The default value is ".85", so this was a deliberate design decision to impose some inaccuracy by the developers, as a value of "1.0" is "dead center" of the aiming point.
+
:* Solution-1b: Rename the "Fallout.INI" and "FalloutPrefs.ini" files located in the "C:\Users\<UserAccountName>\Documents\My Games\FalloutNV" folder to some different name.  (Just adding a different extension such as ".org" works.)  Then use the game "FalloutNVLauncher.exe" program to cause them to be rebuiltRefer to the backed up original version files for your previous changes.
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
 
:: Note the mod [http://www.nexusmods.com/newvegas/mods/35781/? First Person Gun No Follow] by '''Azrael Dark''' combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
 
:* Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0"(Some other mods use this setting as well, so conflicts are possible.)
 
  
* Cause-2: Your problem might be a result of changing the "Field of View" (FOV).
+
<span id="Issue - MouseSensitivity"></span>
<blockquote>
 
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
 
: fDefaultFOV=75.0000 - Shows the default Field of View in degrees for the game, which is 75 degrees. Changing the Field of View using this variable doesn't seem to work properly as it is not applied when the game starts, so instead you will need to use the FOV console command (See Console Commands section) each time you start them game to set a different field of view.
 
  
: Update: It has been discovered that by inserting the line fDefaultWorldFOV=75.0 at the bottom of the Display section of the Fallout.ini file, and assigning it a value equal to the FOV you want, you can now permanently change the default Field of View in the game. Remember however that if you change the default FOV, you may also need to change the FOV for other screen elements - see the fRenderedTerminalFOV and fPipboy1stPersonFOV commands below. Note also that you can alter the fDefault1stPersonFOV=55.0000 value to alter how much of your body/weapon is shown in front of you (Fallout.ini).
+
=== Issue - MOUSE - sensitivity or weapon aiming is off or similar issues ===
</blockquote>
+
Monitor is set to a higher than 1920x1080 resolution.
  
:* Solution-2a: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera viewsLook into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
+
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
  
:* Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
+
:* Solution: Use a lower, more standard (in 2010) display resolution.  (Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio".  Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.)  See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
*: Make backups of the INIs before changing them.
 
<blockquote>
 
:  fCameraPosX=0.0
 
:  fCameraPosY=9.5
 
:  fCameraPosZ=6.0
 
:  bUseThirdPersonArms=1
 
:  bTPArmsEnableIronSights=1
 
</blockquote>
 
  
* Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
+
<span id="Issue - UnableAddWeaponMods"></span>
:* Solution-3: The [http://www.nexusmods.com/newvegas/mods/65052 Weapon Mesh Improvement Mod (WMIM)] by '''Roy Batty''' is an on-going effort to fix the vanilla weapons wholesale.  Similar issues with mod added weapons have to be taken up with their respective authors in comments on those mod download pages.  There are various individual mods to be found by using the Nexus "search" function on the term "iron sights".
+
<span id="Issue - Unable to add either of two "weapon mods" to a weapon"></span>
::<span style="color: red;background-color:#fff5f5;">NOTE: While '''WMIM''' is "meshes" and [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''Millenia''' is "textures", the latter includes modified meshes that are required for his textures to display properly with their own sub-folder, so it's incompatible with any other mods that adjust vanilla weapon meshes. (Notably most "Nifskope Weapon" mods and '''WMIM'''.  '''WRP v1.95''' from 2012 uses vanilla folder paths and is somewhat more compatible.)  The [http://www.nexusmods.com/newvegas/mods/38927 Rifle 1st Person Accuracy Fix] mod by '''joefoxx082''' is an alternative solution to the accuracy issue, though obviously not as comprehensive as '''WMIM'''. As is often the case, you may have to give up one mod or the other.</span>
 
  
 +
=== Issue - Unable to add either of two ''weapon mods'' to a weapon ===
 +
* Cause: The mod [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)] only checks the first of 3 possible mod slots.  If this is blank, it assumes there are no mods available.
  
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: NOTE: This is a '''''very rare''''' issue.  See the entry [[#Issue - WMMBroke|Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game]] first.  If you do confirm this issue with WMM is the cause, please inform the "current maintainer" listed in the "WIP" notice at the top of this article of the specific weapon with a link to the mod in question so a list of offending plugins can be compiled.
 +
</div>
  
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
+
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not emptyTypically this will mean moving the second and third slot entries up by oneBe sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get savedNote this edit will only work if there are already weapon mods available for that weapon.  Adding weapon mods that do not already exist is a more involved "customization" process.
* Cause: This is a more complex issue than aiming in 1st Person View (FPV).  The player is always viewing the action from the perspective of the camera.  The camera location is independent of the character's eyes, and from the weapon.  It is always "center of the screen".  In FPV, it is positioned to simulate the eye view of the character.  In 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weaponInstead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in view.  This camera setting is not generally adjustable, though there are mods that help.  The cross-hair is positioned in the center of the screenIt is not accurately aligned with the character's eyes or the weapon.  The "Field of View" (FOV) controls how much of the cell scene is visible.  This is adjustable and there are actually a number of inter-related FOV settings.
 
: Please see the [[#Issue: Aiming - Disable Auto Aim or not?|Issue: Aiming - Disable Auto Aim or not?]] section first to understand the role of Auto Aim on the problem.  As pointed out there, weapon animations are not aligned consistently the same.  In TPV, if Auto Aim is disabled there is no expectation that the alignment of the weapon is with the cross-hairAs the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
 
  
: It is important to understand: the game is not designed for accuracy while shooting in TPV.  You are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon.  (See [http://geck.bethsoft.com/index.php?title=Gun_Spread_Formula GECK: Gun Spread Formula].)  If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode ''when you use certain weapons or a "Scope"'' and have "True Iron Sights" enabled).  Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionality.  For accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
+
<span id="Issue - UnableDrawFireCrouch"></span>
 +
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
  
:* Solution-1: Use a mod that allows you to adjust the left to right offset of the camera position.  Either of works well combined with Solution-2 options:
+
=== Issue - Unable to draw weapons or fire or crouch ===
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
+
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
+
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
 +
: Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
 +
* Cause: Removal of all "tumbleweeds" from the game. The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted. It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
  
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
+
* Solution:
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
+
** Temporary: Move to somewhere you know you should be able to use all those functions, open the in-game console (<~> key), and enter "EnablePlayerControls" (without the quotes) and hit <Enter>.
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
+
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new character. Often this functionality is incorporated into "performance" mods, so if it isn't mentioned in the description some testing may be required. However, once the character has stepped outside of Doc Mitchell's so the scripted "tumbleweed" event occurs, they may be installed.
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
<span id="Issue - WMMBroke"></span>
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
+
<span id="Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
  
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
+
=== Issue - WMM - '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
=== Issue - Aiming - Disable Auto Aim or not ===
+
* Cause: There are a number of unspoken assumptions by [http://www.nexusmods.com/newvegas/mods/44515/? The Weapon Mod Menu (WMM)] that, when verified/resolved, are the usual solutions.
* Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
 
: If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc ..  So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
 
: Basically the Auto Aim feature redirects your bullets toward the center of the screen.  This would be a great feature if it wasn't also used in combat as a targetting aid.  When your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.  
 
  
:* Solution-1: [http://www.nexusmods.com/newvegas/mods/34723/? No Auto Aim] by '''EddieV223'''.  Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligible.  Uses the following values (default = FalloutNV):
+
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
 
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
 
  
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
+
:* Solution-2: You have a "weapon mod" that is appropriate for that specific weapon.  Most "weapon mods" only apply to very specific weapons.  There are (to the best of the collective knowledge) none that apply to ALL weapons.  So you have to check the name of the mod very carefully as the differences in the names are subtle.  The easiest way to determine the correct mod for a weapon in game is at the "green vending machines" provided by the additional mod [http://www.nexusmods.com/newvegas/mods/39651/? Weapon Mods Expanded (WMX)], which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
 
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
 
::* fVATSH2HWarpDistanceMult: 0.100000  (default 0.270000)
 
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
 
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
 
::* fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
 
::* fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
 
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
:: (There are a very few instances where WMM will refuse to add weapon mods.  See [[#Issue - UnableAddWeaponMods|Issue - Unable to add either of two "weapon mods" to a weapon]] entry, but it will require you to look at the mod plugin internals in either [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] or GECK to verify.)
:: Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod [http://www.nexusmods.com/fallout3/mods/15319/? Greatly improved 3rd person aiming] by Peste.)
 
  
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
+
:* Solution-3: You have installed both [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] and WMM in the correct order.  (See the wiki article [[HUD-UI-Menu_issues|HUD-UI-Menu issues]].)
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
 
With "full auto" weapons, when aiming down the "iron sights" in 1st person and firing (even with "JIP Select Fire" set to single shot) the whole weapon seems to jump down so that the iron sights are below the actual aim point. When you stop firing it returns to normal.
 
  
: Files that modify "iron sight" firing animations always have the word "attack" in them, and end with "is" (for "iron sight")They begin with the number of hands holding the weapon (1h/2h), followed by the general weapon type ("P"istol, "A"utomatic, "R"ifle, "M"elee, etc.), which combined make up the "weapon category".  Automatic weapons all use one attack animation in their category: '''1hpattackloopis''' ("OneHandPistol" animation type in '''GECK''' or "Pistol - Ballistic" in '''FNVEdit'''); '''2haattackloopis''' ("TwoHandAutomatic" or "Rifle - Automatic"); and '''2hrattackloopis''' ("TwoHandRifle" or "Rifle - Ballistic"). Other "iron sight" weapons have their attacks marked with a number ('''2hrattack''3''is''' for example).
+
:* Solution-4: You do NOT have a game controller attachedIf you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
  
: In order to know which animations cause problems, it would be beneficial to have '''FNVEdit''' installed, load all the mods affecting that weapon, and check which attack animation the weapon in question uses. Or if you use '''GECK''', you can discover this in the "Art & Sound" section of the weapon.
+
:* Solution-5: If none of the above are the problem, see if you can find anything in the "fallout_nv_error.log" file(See [[#Checklist|Checklist item #4]].)
   
 
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
 
:* Solution-1: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
 
  
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
+
<span id="Issue - WMXLosesMods"></span>
: There are other "weapon animation" replacement mods as well that may perform better with a particular weapon.  Now you know enough to "pick and choose" which files to replace between mods.
+
<span id="Issue - WMX - loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
  
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
+
=== Issue - WMX - loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
 +
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
  
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
+
:* Solution: [http://www.nexusmods.com/newvegas/mods/39651 Weapon Mods Expanded (WMX)] detects that you have equipped the 'Weathered 10mm Pistol'.  The WMX menu (in the Pip-boy "Inventory" screen for the selected weapon) allows you to swap the defective original Weathered 10mm Pistol for a fully-functional duplicate of it. Doing so will effectively erase any weapon mods already applied to the weapon, so it is recommended to remove them first using [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)]When you are ready to proceed, select the 'Swap Weapon' button. Select 'Cancel' if you are not ready to proceed (this menu will appear again when you next equip the bugged Weathered 10mm Pistol).
Basically: when you fire your weapon in TPV and press the (default) "Right Mouse Button (RMB)" (switching to FPV "scope" or "iron sights" aiming) and IMMEDIATELY let go of the RMB, the weapon stays centered for a second or so before it goes back to normalThis DOES NOT happen if you fire and hold RMB/Aim for those 1-2 seconds; it's almost as if the weapon is stuck in it's FPV firing position for a second or so every time you fire.  The camera zooms back out, but nothing else.
 
  
* Cause: This is a bug in some animations.  It is particularly noticeable with the "plasma rifle".
+
<span id="Issue - ZoomControls"></span>
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" file.  Search the Nexus on the keyword "animation".  (There is also the mod [http://www.nexusmods.com/newvegas/mods/64339 Asurah Reanimation Pack] which will not get picked up by that keyword search.)  The mod [http://www.nexusmods.com/newvegas/mods/57561 Animation Resources] by '''Fallout2AM''' includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.
+
<span id="Issue: ZoomControls"></span>
  
<span id="Issue: Animation Clipping"></span>
+
=== Issue - ZOOM controls ===
=== Issue - Animation Clipping ===
+
Symptoms: Suddenly vision "zoom" features (such as "scoped weapons" and dialog "close-in to observe the speaker's face") and related manual controls are no longer working.
A common problem is "clipping" of the hand/fingers gripping a weapon while aiming or reloading.  Sometimes this appears as a gap between the hand and the weapon; sometimes as the weapon cutting into the hand.
 
  
* Cause-1: IF you are using combinations of mesh/texture and animation replacements, or various "post processor" packages such as "ENB", "Reshade/SweetFX", or "NewVegasReloaded/NVGE" then there may be conflicts just as with other mods.
+
* Cause: Likely a "Field of View (FoV)" setting or conflict.
:* Solution-1: Engage in [[# Mod_Conflict_Isolation|Mod Conflict Isolation]] to identify where the conflicts reside. Identify a consistent, readily determined example of the conflict. In  general, removing the most sweeping, broadly affecting "overhaul" addition first will be more efficient. It may even be necessary start from a bare-bones vanilla load order without any enhancements of any kind to determine the issue does not occur without any modifications. Then, gradually add and test.
+
:* Solution: Check FOV related setting in recently added mod INI files, such as (purely for example) "[https://www.nexusmods.com/newvegas/mods/65525 New Vegas Reloaded]" and "[https://www.nexusmods.com/newvegas/mods/55085 FOV Slider]", or enhanced configuration mod tools like [https://www.nexusmods.com/newvegas/mods/66347 lStewieAl's Tweaks].
  
* Cause-2: It's simply how the game handles weapon animations.  Weapon animation is shared between weapons of the same type (e.g "two handed weapons"). For example, both the "Hunting rifle" and the "Varmint rifle" use the same animation set, based upon the vanilla meshes. Some weapon mesh used by a given mod might be thicker or thinner, resulting in clipping.
+
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
:* Solution-2: Not much can be done about it.  As most of the time these are "transient" temporary issues, it's best to just ignore them.  If it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
 
:: Note that mods considered purely one thing or another (such as "texture replacers") still might include their own meshes. Every mesh has embedded in it the path to the texture file it uses. If the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct textures. Case in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''.  Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacements.  Always check both the general mod description and that of the individual files.
 
  
<span id="Issue: AuthorityGlasses"></span>
+
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
=== Issue - Authority Glasses worn weirdly ===
+
{{GECK: Common Problems}}
Symptoms: When worn, the Authority Glasses don't "sit right"; as in dangle off the face incorrectly hanging down the side as if from one ear.
 
  
* Cause:  Conflict between "[http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch - YUP]" and any mod that replaces the mesh for the Authority Glasses.
+
== Solutions to Graphics problems ==
:* Solution:  Let YUP overwrite those mods (somewhat difficult with just the "load order" as YUP should be loaded early/"low numbered" in the sequence) or resolve the conflict with a "Bashed/Merge Patch" file.  Please see the '[[FNV_General_Mod_Use_Advice#Third_Rule:_The_Rule_of_One Third Rule:|The Rule of One]]' and '[[FNV_General_Mod_Use_Advice#Merge_Patch_File|Merge Patch File]]' sections of the wiki "[[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]]" article.  When in doubt, create a "Merge Patch" file for your overall "load order" anyway.
 
  
<span id="Issue: Blood Decal Duration"></span>
+
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
 +
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
 +
This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]".  It is also accessible from the "Pause Menu" screen during a game session.  It is only visibly in effect in FPV.
  
=== Issue - Blood Decal Duration ===
+
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanillaWhen this setting is enabled, those weapons will switch:<br>
Adjust how long the "decals" of blood spatter remain on things when they take damage.
+
* from "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode,<br>
* Cause: This is controlled by several settings in the game INI filesChange in all three files: see the [[FNV General Mod Use Advice#Game INI files|Game INI files]] section for the location and names of each.
+
* to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";<br>
:* Solution: The following information is collected from several sources.  Just enter the numeric values given.  The "[def: nn]" notation is the game default value for reference.  The remainder of each entry is informational only and should not be entered.
+
: when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".
:: Mod: [http://www.nexusmods.com/newvegas/mods/212/? Enhanced Blood textures(EBT)] by '''dDefinder'''.
 
:: See also: [http://forum.step-project.com/topic/8963-fallout-new-vegas-default-values-for-all-valid-ini-settings/ Fallout New Vegas Default Values for All Valid INI Settings]
 
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 
[Display]<br>
 
''fDecalLifetime=''[def: 10.0000] ; the lifetime of all decals. The number can be changed to further increase or decrease the duration.  EBT increases this to 800.000.<br>
 
''iMaxDecalsPerFrame=''[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).<br>
 
''fDecalLOD0=''[def: NA] ; increases the distance that blood decals appear.  EBT adds & sets to 70000.<br>
 
''fDecalLOD1=''[def: 1000.0000] ; undefined functionality but FNV default setting.<br>
 
''fDecalLOD2=''[def: 1500.0000] ; undefined functionality but FNV default setting.<br>
 
''iMaxDecalsPerFrame=''[def: 10]<br>
 
''iMaxSkinDecalsPerFrame=''[def: 3]<br>
 
  
[Decals]<br>
+
Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights. You use the "crosshair" instead.
''uMaxDecalCount=''[def:100]      ; This variable seems to determine how many decals will remain on screen for longer than a few seconds. It won't prevent multiple decals from being shown, but if you lower the number, additional decals above the value you set for this variable will fade out very quickly (FalloutPrefs.ini).
 
</div>
 
  
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
+
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
+
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
The Fallout series is known for being "bloody" and "gory" with dismembered limbs, exploding heads, and chunks of viscera ("gore globs") and splashes of blood lying aboutThe game does have a generally undocumented setting to turn ALL the blood and gore off, which is apparently enabled by default in the German regional "no gore" version; but no finer control over the chances of such occurring when sufficient damage is applied.
+
The situation is a bit more complex than it appears on the surfaceApparent weapon position is determined by the animation files. It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by defaultIn addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
* Cause: This is by design.  The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps"These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded.  A detached limb can then be further dismembered into "gore chunks".
 
:* Solution-1: To completely disable all gore and blood effects:
 
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
 
:: Add under the "[General]" section of all three:
 
:: <pre>bDisableALLGore=1</pre>
 
:: Save the file.
 
  
:* Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod [http://rd.nexusmods.com/newvegas/mods/59147 Ragdolls] by '''MadAce''', under it's '''MCM''' menu has settings affecting:
+
* Cause-1: This is controlled by a single variable: "fFirstPersonHandFollowMult".  The default value is ".85", so this was a deliberate design decision to impose some inaccuracy by the developers, as a value of "1.0" is "dead center" of the aiming point.
::* "Limb Explosion chance"
+
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
::* "Limb Dismemberment Chance"
+
:: Note the mod [http://www.nexusmods.com/newvegas/mods/35781/? First Person Gun No Follow] by '''Azrael Dark''' combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
::* "Limb Dismemberment Chance"
+
:* Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0".  (Some other mods use this setting as well, so conflicts are possible.)
::* "Explosion Strength"
 
::* "Projectile Strength"
 
:: which can be set all the way down to zero percent (pt)Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.
 
  
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
+
* Cause-2: Your problem might be a result of changing the "Field of View" (FOV).
 +
<blockquote>
 +
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
 +
: fDefaultFOV=75.0000 - Shows the default Field of View in degrees for the game, which is 75 degrees. Changing the Field of View using this variable doesn't seem to work properly as it is not applied when the game starts, so instead you will need to use the FOV console command (See Console Commands section) each time you start them game to set a different field of view.
  
=== Issue - Body Replacer - Big Head or Hair bug ===
+
: Update: It has been discovered that by inserting the line fDefaultWorldFOV=75.0 at the bottom of the Display section of the Fallout.ini file, and assigning it a value equal to the FOV you want, you can now permanently change the default Field of View in the game. Remember however that if you change the default FOV, you may also need to change the FOV for other screen elements - see the fRenderedTerminalFOV and fPipboy1stPersonFOV commands below. Note also that you can alter the fDefault1stPersonFOV=55.0000 value to alter how much of your body/weapon is shown in front of you (Fallout.ini).
When you unpack the BSA's to do modding for Fallout NV, the Actor's grow abnormally large foreheads which make people look half-bald, and make it so hair sticks out of hats, or hats become embedded in the heads.
+
</blockquote>
  
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
+
:* Solution-2a: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views. Look into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
: Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod).  The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSA.  It's a quirk of the game engine.
 
:* Solution: Package the modded loose files into a BSA when done.
 
:: The rules for naming a BSA are simple: the first significant portion (enough to distinguish it from any other similar but different mod name) must match that of the mod plugin ESP file, and have the ".BSA" extension.  There can be more than one such BSA plugin, but usually this "matching significant portion of the ESP filename" is up to any embedded space (e.g. "Fallout - Textures.bsa").  It must be packaged as a "Bethesda Software Archive" (BSA) using a tool like "[http://www.nexusmods.com/newvegas/mods/64745 BSArch]", and containing the same folder paths as the loose files used by the mod in question.
 
:: See also the other "Issue: Body Replacer -" entries under 'Solutions to Graphics problems' section in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide.
 
  
<span id="Issue: Body Replacer - Custom Body Types"></span>
+
:* Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
=== Issue - Body Replacer - Custom Body Types ===
+
*: Make backups of the INIs before changing them.
Problems getting various custom body replacements, such as "Type 3" and "Type 6", to work correctly.  (Since most of these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.)
+
<blockquote>
 +
:  fCameraPosX=0.0
 +
:  fCameraPosY=9.5
 +
:  fCameraPosZ=6.0
 +
:  bUseThirdPersonArms=1
 +
:  bTPArmsEnableIronSights=1
 +
</blockquote>
  
* Cause: Install failures, usually from not understanding what is involved.
+
* Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
:* Solution: This is a general guide to what is involved in replacing the vanilla body of one gender with a "Custom Race" one for the Player Character Only. Mods for NPCs are separate.  There are separate mods for Males and Females or other Custom Races. Refer to the specific body mod install instructions for specific details appropriate to that modBut understanding what is involved will make it easier to understand those options.   For another detailed explanation, see the [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Body_Replacement_Basics Body Replacement Basics] section of the "FNV General Mod USE Advice" article.
+
:* Solution-3: The [http://www.nexusmods.com/newvegas/mods/65052 Weapon Mesh Improvement Mod (WMIM)] by '''Roy Batty''' is an on-going effort to fix the vanilla weapons wholesale.  Similar issues with mod added weapons have to be taken up with their respective authors in comments on those mod download pages.  There are various individual mods to be found by using the Nexus "search" function on the term "iron sights".
 +
::<span style="color: red;background-color:#fff5f5;">NOTE: While '''WMIM''' is "meshes" and [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''Millenia''' is "textures", the latter includes modified meshes that are required for his textures to display properly with their own sub-folder, so it's incompatible with any other mods that adjust vanilla weapon meshes. (Notably most "Nifskope Weapon" mods and '''WMIM''''''WRP v1.95''' from 2012 uses vanilla folder paths and is somewhat more compatible.)  The [http://www.nexusmods.com/newvegas/mods/38927 Rifle 1st Person Accuracy Fix] mod by '''joefoxx082''' is an alternative solution to the accuracy issue, though obviously not as comprehensive as '''WMIM'''. As is often the case, you may have to give up one mod or the other.</span>
  
:: Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate mods.  Mods labelled "body type" are actually "meshes" that have a different shape (proportions) in some regards to those used for the vanilla body. They are generally going to be found in the Nexus site [http://www.nexusmods.com/newvegas/mods/searchresults/?src_cat=66 New Vegas Models and Textures] category.
 
  
:: Body replacement only affects the "unclothed" body. "Clothing" and "armor" (collectively: "garments") have their own "body shape", which is independent of that of the underlying body. They do not "warp around" or "conform to" the underlying body; they completely replace it.  If you have body replacement type "A" and clothing/armor for body type "B", what you see is type "B".  So the "nude" body type does not appear at all; even the "bare skin" elements are part of the garment.  ALL "garment" mods are based around some body type (assume "vanilla" if not specified).  FNV does not have separate "slots" for different parts of the body: only distinguishing between the head, hands, and the remainder of the body (misleadingly called "upper body slot" as there is no "lower body" nor "legs" slot). Further on the consequences of this below.
+
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
  
:: The vanilla body "texture" has underwear included, so it is not removableCustom body textures may have both a "nude" option and an "underwear" option textureThese are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears underwearSelect a custom body ''texture'' mod that is designed to be compatible with your custom body type (i.e. the ''mesh'') modOtherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the ''vanilla texture'' (used by default) doesn't fit correctly to the adjusted body mesh.  There is now at least one "nude body" texture mod for vanilla meshes: ''Simple Vanilla Nude Body Replacers'' by '''Jokerine''' (linked below under "NPC overhauls").  Toggling "ArchiveInvalidation" off-and-then-on again as with other texture replacements may be necessary.
+
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
 +
* Cause: This is a more complex issue than aiming in 1st Person View (FPV).  The player is always viewing the action from the perspective of the camera.  The camera location is independent of the character's eyes, and from the weapon.  It is always "center of the screen".  In FPV, it is positioned to simulate the eye view of the character.  In 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weaponInstead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in viewThis camera setting is not generally adjustable, though there are mods that help.  The cross-hair is positioned in the center of the screenIt is not accurately aligned with the character's eyes or the weaponThe "Field of View" (FOV) controls how much of the cell scene is visible.  This is adjustable and there are actually a number of inter-related FOV settings.
 +
: Please see the [[#Issue: Aiming - Disable Auto Aim or not?|Issue: Aiming - Disable Auto Aim or not?]] section first to understand the role of Auto Aim on the problem.  As pointed out there, weapon animations are not aligned consistently the same.  In TPV, if Auto Aim is disabled there is no expectation that the alignment of the weapon is with the cross-hair.  As the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
  
:: As a consequence of these custom meshes, vanilla clothing and armor will have "clipping" issues where body parts show through or don't seem to "fit" correctly leaving gaps or seams.  Some "clipping" is minor, but often it is major enough that you have to also install mods for clothing and armor that are made specifically for that body typeNote that armor usually has it's own "body mesh" included, avoiding this clipping.  (This is not true for "accessories" that go on sub-sets of the body: such as gloves, bracers, and shoes.) This means armor ignores the underlying "body" shape and instead that you can choose among those using the same texture '''UVmapping''' based upon the same base model (i.e. Type 6M, Type 6, Type 4, Type 3M, Type 3F, and Type 3)As a consequence, your Type 6 naked body can "wear" a Type 3 armor, but will appear to be Type 3 in proportions until it is taken off.
+
: It is important to understand: the game is not designed for accuracy while shooting in TPVYou are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon.  (See [http://geck.bethsoft.com/index.php?title=Gun_Spread_Formula GECK: Gun Spread Formula].)  If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode ''when you use certain weapons or a "Scope"'' and have "True Iron Sights" enabled).  Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionalityFor accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
  
:: "B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (e.g. "breast bones") and weights to support the "bouncing" parts.  (These different bones and weights are also the case with some "Havok" and "Power Armor" mods.)  They will either provide or tell you to use a specific "skeleton" in order to work correctly.  Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" (i.e. stretching out to the horizon) or otherwise appear "weird"There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know about.  As a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabled.  Sometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available.  Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully.  This "skeleton" choice can easily limit your options.  There are three "universal compatibility skeleton" mods for FNV on '''Nexus''' designed to overcome this compatibility problem:
+
:* Solution-1: Use a mod that allows you to adjust the left to right offset of the camera positionEither of works well combined with Solution-2 options:
::* [http://www.nexusmods.com/newvegas/mods/68776 NV Compatibility Skeleton] by '''Kicho666, Xilandro, Fallout2AM'''.  A skeleton with compatibility for the latest mods (such as "Ragdolls", Xilandro's various B42 mods (Head Tracking, Quickthrow, Inertia etc.), and "Titans of the West").
+
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
+
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 
::: Read their descriptions carefully.
 
  
:: Because the head is separate from the body, that means it too can have custom versions of it's mesh and textures. In all other regards it is similar to but independent of the body. As the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh. It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate (though some come very close). There are "seam concealer" mods that provide necklaces and similar to hide this seam.
+
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
 +
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
  
:: "Face mods" are yet another category subject to preference.  You might want to look at the [http://www.nexusmods.com/newvegas/mods/67268/? Loose Comparison of Face Mods (Document)] PDF which compares 3 female NPCs (Cass, Sunny, and Veronica) among a number of separate mod treatments and combinations to get an idea of their differences.
+
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
 +
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
  
:: Some features, such as scars and tattoos, are part of the texture and not a separate additionOthers have to use specific [http://geck.bethsoft.com/index.php?title=Race body part slots], which are broken down into "Body Data", "Face Data", and "FaceGen Race"Only one mesh can be assigned to each body partFor instance, "Face Data" has only "Eye colors" and "Hair styles". Which in turn means you can have "hair" or a "hat/helmet" but not both. If there is hair showing under a hat or helmet, it is part of that "hat" meshFNV does not have a separate slot for "facial hair" (i.e. beards, mustaches, "mutton chops", etc.). Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself.
+
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
 +
=== Issue - Aiming - Disable Auto Aim or not ===
 +
* Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
 +
: If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc ..  So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
 +
: Basically the Auto Aim feature redirects your bullets toward the center of the screen.  This would be a great feature if it wasn't also used in combat as a targetting aidWhen your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.
 +
 
 +
:* Solution-1: [http://www.nexusmods.com/newvegas/mods/34723/? No Auto Aim] by '''EddieV223'''.  Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligibleUses the following values (default = FalloutNV):
 +
::* fAutoAimMaxDistance: 50000.000000 (default: 1800.000000)
 +
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 +
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
 +
 
 +
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
 +
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
 +
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
 +
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
 +
::* fVATSH2HWarpDistanceMult: 0.100000 (default 0.270000)
 +
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
 +
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
 +
::* fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
 +
::* fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
 +
 
 +
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
 +
:: Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod [http://www.nexusmods.com/fallout3/mods/15319/? Greatly improved 3rd person aiming] by Peste.)
  
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install.  Sometimes they require using the GECK to add their mesh and textures to the "head" mod. Read their installation instructions carefully before choosing.
+
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
 +
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
 +
With "full auto" weapons, when aiming down the "iron sights" in 1st person and firing (even with "JIP Select Fire" set to single shot) the whole weapon seems to jump down so that the iron sights are below the actual aim point. When you stop firing it returns to normal.
  
:: FAQs:<br>
+
: Files that modify "iron sight" firing animations always have the word "attack" in them, and end with "is" (for "iron sight")They begin with the number of hands holding the weapon (1h/2h), followed by the general weapon type ("P"istol, "A"utomatic, "R"ifle, "M"elee, etc.), which combined make up the "weapon category". Automatic weapons all use one attack animation in their category: '''1hpattackloopis''' ("OneHandPistol" animation type in '''GECK''' or "Pistol - Ballistic" in [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit]); '''2haattackloopis''' ("TwoHandAutomatic" or "Rifle - Automatic"); and '''2hrattackloopis''' ("TwoHandRifle" or "Rifle - Ballistic"). Other "iron sight" weapons have their attacks marked with a number ('''2hrattack''3''is''' for example).
:: Q: What are the common male body replacers?  Female ones?<br>
 
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions.  With the full name AND authors you should easily find their descriptions using the "search" feature:
 
::: Males:
 
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/54731 Roberts Male Body FNV] by '''Nivea and Favoredsoul'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/64001 Roberts and Brawler Body Complementary Resource for FNV and TTW] by '''Good0593''' and '''Nivea''' and '''Favoredsoul''' and '''RocketLombax'''.
 
::: Females:
 
:::* [http://www.nexusmods.com/newvegas/mods/67311 Beloved Girls Race Type4 body] by '''pr4ch'''(Note the screenshots are taken using ENB.)
 
:::* [http://www.nexusmods.com/newvegas/mods/34702 BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/54438 DIMONIZED TYPE3 female body] by '''dimon99''' (Copied from FO3 section unmodified. Not ported, so clothing portion doesn't work.  See FO3 version for full description.)
 
:::* [http://www.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
 
:::* [http://www.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''.  (FO3 version) Not ported to FNV.
 
:::* [http://www.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/66903 Type4 Female Body and Armors] by '''unkacc11'''.  No neckseams and much improved arms and upperbody. Complete set of armor and clothing with support for all DLCs, TTW, and Impact.
 
:::* [http://www.nexusmods.com/newvegas/mods/67017 Berry and Aliceberry Type4 compatible Body] by '''ChunchunMARU'''.  This is a Replacer mod for Type4 Female Body! Slim and breasts smaller than Type4.  And, Type4 head file for Shojo race is also in the optional file.
 
:::* [http://www.nexusmods.com/fallout3/mods/5326 Type V Female Body and Armor Replacer] by '''Luchaire'''.  ('Dimonized' FO3 version) Not ported to FNV.
 
:::* [http://www.nexusmods.com/newvegas/mods/65627? Type6 Sexy outfits with nude body (Replacer (T6) and Non-Replacer)] by '''munnibhai'''.  The "replacer" version includes the original Type 6 Body (by '''Necroscope''', now hidden) for the Player character only.
 
:::* [http://www.nexusmods.com/newvegas/mods/67073 Type6 Nude Body Mod (BNB) Edition3] by '''munnibhai'''.  This edition in the series adds BNB to the body and contains new outfits including denims, sexy frocks and a bonus Pakistani Lehenga.  African Skin tone is working.
 
:::* [http://www.nexusmods.com/newvegas/mods/67104 Type(6) Sexy Outfits Merged BNB Compatible] by '''munnibhai'''.  Type6 Sexy Outfits Edition 1 & 2 merged into 1 and made BNB compatible.  43 Outfits.
 
:::* [http://rd.nexusmods.com/newvegas/mods/45162 Type 6 Modification Body NV] (T6M) by '''Izumiko'''.  This is often (incorrectly) called just "Type 6" by some mods.  If it refers to '''Izumiko''''s version, then it means "Type 6M".
 
:::* [http://www.nexusmods.com/newvegas/mods/66839 Type6-P (T6P) nude body BNB Replacer] by '''munnibhai''' is a more "petite" version of the Type-6 body.
 
:::* [http://www.nexusmods.com/newvegas/mods/65697 Type C Body Replacer] by '''Cytiene/AusAllerWelt'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/37820 Athletic Female Body] by '''skims'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/47986 Athletic Body Type Bouncing BNB] by '''Tattooedillusions via Skims'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/60731 Female bodybuilder race and companion] by '''Bernt '''.  "Brenda" Race and NCCS companion. Together with a variety of outfits and a pose pack.  Requires [http://www.nexusmods.com/newvegas/mods/38059/? NCCS companion system] and [http://www.nexusmods.com/newvegas/mods/38853/? ACM companion wheel for NCCS].
 
:::* <del>[http://www.nexusmods.com/newvegas/mods/42569 Muscle Girl Project - NV] by '''zomb_killer and Tigersan'''.</del>  (No longer available.  See "Female bodybuilder race and companion" by '''Bernt ''' instead.)
 
:::* [http://www.nexusmods.com/newvegas/mods/47277 SKINNY 6 Body BNB] by '''tattooedillusions via Humannature66'''
 
:::* [http://www.nexusmods.com/newvegas/mods/67079 Wasteland Gals - Body Textures and Playable Races Type 3 4 6] is a retexture of type 3, 4 and 6 female bodies and faces that makes raiders, ghouls and old people playable.
 
::: NPC overhauls:
 
:::* [http://www.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Jokerine'''.
 
::::* [http://jokerineborealis.tumblr.com/tagged/fnv Jokerine's Website with additional resources including apparel mod patches for vanilla bodies] such as "Spice of Life - Variety Armor and Clothing" for Vanilla/Default Body.
 
:::* [http://www.nexusmods.com/newvegas/mods/39325 NVCE - New Vegas Character Expansions] by '''Machienzo'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/54460 Fallout Character Overhaul] by '''Drumber'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/39218 Fallout New Vegas Redesigned 2] by '''Dracomies'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/56312 Fallout New Vegas Redesigned 3] by '''Dracomies and Weijiesen'''.
 
  
:: Q: What is the difference between Body Type 3 and Body Type 6M, etc?<br>
+
: In order to know which animations cause problems, it would be beneficial to have '''FNVEdit''' installed, load all the mods affecting that weapon, and check which attack animation the weapon in question uses. Or if you use '''GECK''', you can discover this in the "Art & Sound" section of the weapon.
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt size.  All are potentially weighted differently ("bounce" effect).  Type 6 has an "apple bottom", Type 3 are thinner "waifs".  Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) by '''Necroscope''' came along when NV came out, but has since been hidden by the author. Type 6M (by '''Izumiko''') is a "rounder" modification of the basic Type 6 modelWhy do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
+
   
:::* HD versions have more polygons, which place a heavier demand on the video memory.
+
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
:::* Hentai versions have puffy nipples and are based on T3F.
+
:* Solution-1: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
:::* It's best to use clothing and armor specific to the particular body type or they won't render properly. And it's not simple to "fix".
 
  
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
+
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
:: A: Yes, if they have the same '''UVmapping''' (part of the texture "*.dds" file).  However, the dimensions of the armor will not change from the Type3 to the others.  The armor contains it's own body mesh.  (See the next question.)  The mod [http://www.nexusmods.com/newvegas/mods/67079 Wasteland Gals - Body Textures and Playable Races Type 3 4 6] is a retexture of type 3, 4 and 6 female bodies and faces that makes raiders, ghouls and old people playable(Note the caveats near the bottom of the description carefully.)
+
: There are other "weapon animation" replacement mods as well that may perform better with a particular weaponNow you know enough to "pick and choose" which files to replace between mods.
  
:: Q: What about clothing and armor compatibility between body types?<br>
+
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
:: A: Compatibility is a problematic term to use in this case.  Generally, the only thing that is needed for the body types and associated armors to work together is for them to share the same '''UVmap'''.  Any mesh that shares a '''UVmap''' can also share textures.  And generally the ones that are variations on Type3 do.  There are more choices for Type3 bodies than any others.  Remember: the "garment" completely replaces the body supposedly underneath it.  You are seeing the shape of the garment mesh, not that of the naked body.
 
::: "BnB" is a little more complicated.  Basically, in order to use BnB you have to have the skeleton.  So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file.  The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashes.  But you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
 
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck.  For the time you're wearing an outfit, your body will be that size, for most things.  This is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or whatever.  Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly.  As always, read the documentation carefully.
 
::: However, with that said, there was a tool called [http://kgtools.wordpress.com/clothing-converter/ KGTools Clothing Converter].  This would automatically convert Armor, Clothing, or Equipment from one body style to another!  Unfortunately the KGTools web site containing the downloads is no longer accessible.  Use the links [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ on this site (adults 18+ only)] instead.  The documentation is still available on the first link provided.
 
  
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
+
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
+
Basically: when you fire your weapon in TPV and press the (default) "Right Mouse Button (RMB)" (switching to FPV "scope" or "iron sights" aiming) and IMMEDIATELY let go of the RMB, the weapon stays centered for a second or so before it goes back to normal.  This DOES NOT happen if you fire and hold RMB/Aim for those 1-2 seconds; it's almost as if the weapon is stuck in it's FPV firing position for a second or so every time you fire.  The camera zooms back out, but nothing else.
 +
 
 +
* Cause: This is a bug in some animations.  It is particularly noticeable with the "plasma rifle".
 +
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" file.  Search the Nexus on the keyword "animation".  (There is also the mod [http://www.nexusmods.com/newvegas/mods/64339 Asurah Reanimation Pack] which will not get picked up by that keyword search.)  The mod [http://www.nexusmods.com/newvegas/mods/57561 Animation Resources] by '''Fallout2AM''' includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.
 +
 
 +
<span id="Issue: Animation Clipping"></span>
 +
=== Issue - Animation Clipping ===
 +
A common problem is "clipping" of the hand/fingers gripping a weapon while aiming or reloading.  Sometimes this appears as a gap between the hand and the weapon; sometimes as the weapon cutting into the hand.
 +
 
 +
* Cause-1: IF you are using combinations of mesh/texture and animation replacements, or various "post processor" packages such as "ENB", "Reshade/SweetFX", or "NewVegasReloaded/NVGE" then there may be conflicts just as with other mods.
 +
:* Solution-1: Engage in [[# Mod_Conflict_Isolation|Mod Conflict Isolation]] to identify where the conflicts reside.  Identify a consistent, readily determined example of the conflict.  In  general, removing the most sweeping, broadly affecting "overhaul" addition first will be more efficient.  It may even be necessary start from a bare-bones vanilla load order without any enhancements of any kind to determine the issue does not occur without any modifications. Then, gradually add and test.
  
: In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.
+
* Cause-2: It's simply how the game handles weapon animations.  Weapon animation is shared between weapons of the same type (e.g "two handed weapons"). For example, both the "Hunting rifle" and the "Varmint rifle" use the same animation set, based upon the vanilla meshes. Some weapon mesh used by a given mod might be thicker or thinner, resulting in clipping.
 +
:* Solution-2: Not much can be done about it.  As most of the time these are "transient" temporary issues, it's best to just ignore them.  If it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
 +
:: Note that mods considered purely one thing or another (such as "texture replacers") still might include their own meshes. Every mesh has embedded in it the path to the texture file it uses.  If the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct textures.  Case in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''.  Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacements.  Always check both the general mod description and that of the individual files.
  
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
+
<span id="Issue: AuthorityGlasses"></span>
 +
=== Issue - Authority Glasses worn weirdly ===
 +
Symptoms: When worn, the Authority Glasses don't "sit right"; as in dangle off the face incorrectly hanging down the side as if from one ear.
  
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
+
* Cause:  Conflict between "[http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch - YUP]" and any mod that replaces the mesh for the Authority Glasses.
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
+
:* Solution:  Let YUP overwrite those mods (somewhat difficult with just the "load order" as YUP should be loaded early/"low numbered" in the sequence) or resolve the conflict with a "Bashed/Merge Patch" file. Please see the '[[FNV_General_Mod_Use_Advice#Third_Rule:_The_Rule_of_One Third Rule:|The Rule of One]]' and '[[FNV_General_Mod_Use_Advice#Merge_Patch_File|Merge Patch File]]' sections of the wiki "[[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]]" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway.
  
* Cause-1: As pointed out in [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] you can't just assume every mod affecting the head will work with every other, or even with the body mod you have chosen.  They are not "mix-n-match" and you can only use one such mod at a time for each race.  For example, if it says it's for "Head03", then it won't work with the vanilla game heads.  The popular mod [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse''' is for '''Type3''' bodies only, while [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius''' is not intended to work with any [[custom race]] body mods like '''Type3'''.  Read the description and installation instructions carefully to determine what the mod is designed to work with.  Most known issues are noted either on the description page or under the "comments" page.  Note that some require MANUAL installation.
+
<span id="Issue: Blood Decal Duration"></span>
  
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
=== Issue - Blood Decal Duration ===
<blockquote>
+
Adjust how long the "decals" of blood spatter remain on things when they take damage.
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
* Cause: This is controlled by several settings in the game INI files. Change in all three files: see the [[FNV General Mod Use Advice#Game INI files|Game INI files]] section for the location and names of each.
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
+
:* Solution: The following information is collected from several sourcesJust enter the numeric values given.  The "[def: nn]" notation is the game default value for reference.  The remainder of each entry is informational only and should not be entered.
background-color:#333333;padding:3px;
+
:: Mod: [http://www.nexusmods.com/newvegas/mods/212/? Enhanced Blood textures(EBT)] by '''dDefinder'''.
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
:: See also: [http://forum.step-project.com/topic/8963-fallout-new-vegas-default-values-for-all-valid-ini-settings/ Fallout New Vegas Default Values for All Valid INI Settings]
">
+
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
+
[Display]<br>
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
+
''fDecalLifetime=''[def: 10.0000] ; the lifetime of all decals. The number can be changed to further increase or decrease the duration.  EBT increases this to 800.000.<br>
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
+
''iMaxDecalsPerFrame=''[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).<br>
<br>
+
''fDecalLOD0=''[def: NA] ; increases the distance that blood decals appear.  EBT adds & sets to 70000.<br>
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
+
''fDecalLOD1=''[def: 1000.0000] ; undefined functionality but FNV default setting.<br>
<br>
+
''fDecalLOD2=''[def: 1500.0000] ; undefined functionality but FNV default setting.<br>
Therefore, in order to change eye colors without CTD you MUST:<br>
+
''iMaxDecalsPerFrame=''[def: 10]<br>
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
+
''iMaxSkinDecalsPerFrame=''[def: 3]<br>
2) change eye color.<br>
 
<br>
 
As long as you do this in this order your game will NOT crash.</div>
 
</blockquote>
 
: Once you have successfully changed eye color, then you can safely change to your custom hair style.  But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
 
:* Solution-1: Hair and Eyes are "slots" on the headThis mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECK.  The solution depends upon the mod.
 
::* [http://www.nexusmods.com/newvegas/mods/62744 Megaton Hairs - Vegas Edition] by '''zzjay''' is for the vanilla game races only, but includes a tutorial on how to add it MANUALLY to your custom race.
 
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
 
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
 
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
 
::* [http://www.nexusmods.com/newvegas/mods/68016/? Hair Patcher Two] mod by '''Fallout 2AM''' adds a few differences to '''Hairs - Eyes - Races Auto - Patcher''' (by the same author).
 
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
 
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
 
  
* Cause-2: Unsuccessfully trying to switch between race or hair mods.  The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (''TCL''), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to.  Trying to use the console command "''ShowRaceMenu''" here will probably crash the game.
+
[Decals]<br>
:* Solution-2: Instead reinstall and enable whatever mod contains the race you were playing, then use the console ''ShowRaceMenu'' command to switch to something else vanilla before removing it again.  Then perform a "Clean Save" as laid out in the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article before attempting to install a replacement.
+
''uMaxDecalCount=''[def:100]      ; This variable seems to determine how many decals will remain on screen for longer than a few seconds. It won't prevent multiple decals from being shown, but if you lower the number, additional decals above the value you set for this variable will fade out very quickly (FalloutPrefs.ini).
* A guide on custom race creation that covers adding hairs to races is: [http://www.nexusmods.com/newvegas/images/102834 How to Create a Custom Race] by '''jim_uk''' in the "Images" section of the Nexus.  There is also a [http://www.nexusmods.com/newvegas/mods/62261/? How to Create a Custom Race PDF] version in the Mods section.
+
</div>
  
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
+
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
 
+
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
=== Issue - Body Replacer - Custom Race skin mismatch ===
+
The Fallout series is known for being "bloody" and "gory" with dismembered limbs, exploding heads, and chunks of viscera ("gore globs") and splashes of blood lying aboutThe game does have a generally undocumented setting to turn ALL the blood and gore off, which is apparently enabled by default in the German regional "no gore" version; but no finer control over the chances of such occurring when sufficient damage is applied.
This is most commonly seen as a difference between the skin color of the head and the bodyThis is a "texture" problem.  Adjusting the tone sliders in the racemenu does not change anything.
+
* Cause: This is by design. The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps". These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded.  A detached limb can then be further dismembered into "gore chunks".
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
+
:* Solution-1: To completely disable all gore and blood effects:
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
+
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
+
:: Add under the "[General]" section of all three:
:: Defining the NPC in an ESM is the only solution that works for everyone.
+
:: <pre>bDisableALLGore=1</pre>
:: If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.
+
:: Save the file.
::* In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">bLoadFaceGenHeadEGTFiles=1</div>
 
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
 
  
:: It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be ''SHADER_SKIN'', and the ''SF_Specular'', ''SF_Skinned'', ''SF_FaceGen'', ''SF_Remappable_Textures'', and ''SF_ZBuffer_Test'' flags need to be set. You can check and modify these using '''NifSkope'''. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race.
+
:* Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod  [http://rd.nexusmods.com/newvegas/mods/59147 Ragdolls] by '''MadAce''', under it's '''MCM''' menu has settings affecting:
 +
::* "Limb Explosion chance"
 +
::* "Limb Dismemberment Chance"
 +
::* "Limb Dismemberment Chance"
 +
::* "Explosion Strength"
 +
::* "Projectile Strength"
 +
:: which can be set all the way down to zero percent (pt). Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.
  
:: Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named '''UpperBody.dds''', then the normal map needs to be named '''UpperBody_n.dds''' and the skin needs to be '''UpperBody_sk.dds''', and all of those files need to be in the same folder. You only define the base texture ('''UpperBody.dds''') for the race in the '''GECK''''. The '''GECK''' just assumes that the other files will be in the same place and will have the same name.
+
<span id="Issue: BobbingNPCs"></span>
 +
=== Issue - Bobbing NPCs ===
 +
Symptoms: All NPCs start to bob up and down whenever looked at from close range. Zooming in on them causes it from any distance, even with a vanilla game.
  
:: And finally, keep in mind that whatever '''clothes''' or '''armor''' you use will have body parts defined, and those skin textures will show instead of whatever body you have defined in the '''GECK'''. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type.
+
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
 +
:* Solution-1a: Make sure that your in-game framerate is capped below 120 FPS. Use some FPS counter within the game to double check if it really is below 120.
 +
:* Solution-1b: There is a trade off between ''player foot dynamic placement'' efficiency and the absence of foot bouncing glitches for NPCs.  It eliminates NPCs bouncing glitches almost entirely, but also makes ''player dynamic foot placement'' work slightly worse.
 +
:: Set these lines in either "FalloutPrefs.ini" or "FalloutCustom.ini" to the following:
 +
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
 +
[FootIK]<br>
 +
fOnOffGain=0.01<br>
 +
bFootPlacementOn=0<br>
 +
fPelvisUpDownBias=0<br>
 +
fPelvisOffsetDamping=0<br>
 +
fOriginalGroundHeightMS=0
 +
</div>
 +
:* Solution-1c: Disable ''FootIK'' completely.
 +
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
 +
[RagdollAnim]<br>
 +
bFootIK = 0
 +
</div>
  
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
+
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]]  This contains the "rules" of making an ESM.
 
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
 
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
 
  
<span id="Issue: Body Replacer - Default/Vanilla"></span>
+
=== Issue - Body Replacer - Big Head or Hair bug ===
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
+
When you unpack the BSA's to do modding for Fallout NV, the Actor's grow abnormally large foreheads which make people look half-bald, and make it so hair sticks out of hats, or hats become embedded in the heads.
No matter your opinion of the matter, one of the most common reasons for installing a "body replacer" is to enable a "nude body" when clothing and armor are removed.  (Since these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.)  Some would prefer to not have to get into the complexities of resorting to "custom races" to get this feature.
 
  
* Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body textureThis cannot be "removed" along with other clothing or armor. There are some mods which provide alternative "underwear", but these are also integrated into the texture.
+
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
 +
: Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod).  The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSA.  It's a quirk of the game engine.
 +
:* Solution: Package the modded loose files into a BSA when done.
 +
:: The rules for naming a BSA are simple: the first significant portion (enough to distinguish it from any other similar but different mod name) must match that of the mod plugin ESP file, and have the ".BSA" extension.  There can be more than one such BSA plugin, but usually this "matching significant portion of the ESP filename" is up to any embedded space (e.g. "Fallout - Textures.bsa")It must be packaged as a "Bethesda Software Archive" (BSA) using a tool like "[http://www.nexusmods.com/newvegas/mods/64745 BSArch]", and containing the same folder paths as the loose files used by the mod in question.
 +
:: See also the other "Issue: Body Replacer -" entries under 'Solutions to Graphics problems' section in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide.
  
:* Solution: The mod "Simple Vanilla Nude Body Replacers by Ghostwalker71 and Jokerine" is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages.  They are the same resolution (1024x1024) as the vanilla "race" files they replace.  (Since this is classified as an "Adult" mod, a direct link is against Nexus rules.  With the full mod and authors name you should be able to search it out on your own.)
+
<span id="Issue: Body Replacer - Custom Body Types"></span>
 +
=== Issue - Body Replacer - Custom Body Types ===
 +
Problems getting various custom body replacements, such as "Type 3" and "Type 6", to work correctly.  (Since most of these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.)
  
:* Related:
+
* Cause: Install failures, usually from not understanding what is involved.
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''Female FaceGen presets only.
+
:* Solution: This is a general guide to what is involved in replacing the vanilla body of one gender with a "Custom Race" one for the Player Character Only. Mods for NPCs are separate. There are separate mods for Males and Females or other Custom Races.  Refer to the specific body mod install instructions for specific details appropriate to that modBut understanding what is involved will make it easier to understand those options.   For another detailed explanation, see the [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Body_Replacement_Basics Body Replacement Basics] section of the "FNV General Mod USE Advice" article.
::* [http://www.nexusmods.com/newvegas/mods/55174 zzjay's body and face textures workshop - Type 3 and 6] by '''zzjay'''.  Includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races.
 
  
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
+
:: Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate mods.  Mods labelled "body type" are actually "meshes" that have a different shape (proportions) in some regards to those used for the vanilla body. They are generally going to be found in the Nexus site [http://www.nexusmods.com/newvegas/mods/searchresults/?src_cat=66 New Vegas Models and Textures] category.
  
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
+
:: Body replacement only affects the "unclothed" body. "Clothing" and "armor" (collectively: "garments") have their own "body shape", which is independent of that of the underlying body. They do not "warp around" or "conform to" the underlying body; they completely replace it. If you have body replacement type "A" and clothing/armor for body type "B", what you see is type "B".  So the "nude" body type does not appear at all; even the "bare skin" elements are part of the garment. ALL "garment" mods are based around some body type (assume "vanilla" if not specified). FNV does not have separate "slots" for different parts of the body: only distinguishing between the head, hands, and the remainder of the body (misleadingly called "upper body slot" as there is no "lower body" nor "legs" slot). Further on the consequences of this below.
* Cause-1: Usually the problem is not understanding or following the installation instructions.
 
: Note that FCO is a "high resolution" texture replacement of characters and NPCs. These will place additional demands upon your video system.  Not all older systems will be able to handle the challenge.
 
: The extensive [http://forums.nexusmods.com/index.php?showtopic=1257503 FCO "comments" forum thread] on the subject has the answers to pretty much every conceivable question not answered hereUse the forum search function.
 
:* Solution-1: Make sure you have complied with the following requirements:
 
::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (currently 5.1b4).
 
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
 
::* Have the official "Old World Blues (OWB)" DLC installed and active.
 
::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
 
::* Only install optional components of FCO you actually need.  When in doubt, don't.  You can add them later.
 
::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
 
::* Start a new game either upon installing or uninstalling FCO.  The changes it makes to characters are such the effects upon a game in progress are not supported.
 
  
* Cause-2: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
+
:: The vanilla body "texture" has underwear included, so it is not removable.  Custom body textures may have both a "nude" option and an "underwear" option texture. These are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears underwear. Select a custom body ''texture'' mod that is designed to be compatible with your custom body type (i.e. the ''mesh'') mod. Otherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the ''vanilla texture'' (used by default) doesn't fit correctly to the adjusted body meshThere is now at least one "nude body" texture mod for vanilla meshes: ''Simple Vanilla Nude Body Replacers'' by '''Jokerine''' (linked below under "NPC overhauls")Toggling "ArchiveInvalidation" off-and-then-on again as with other texture replacements may be necessary.
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
 
:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
 
:* Solution-2c: Other mods may also have their own patches for FCOBe sure to check the download pages for any mods already installed for "compatibility patches" for FCOBe careful as to which version of FCO each patch is designed to work with.
 
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
+
:: As a consequence of these custom meshes, vanilla clothing and armor will have "clipping" issues where body parts show through or don't seem to "fit" correctly leaving gaps or seams.  Some "clipping" is minor, but often it is major enough that you have to also install mods for clothing and armor that are made specifically for that body type.  Note that armor usually has it's own "body mesh" included, avoiding this clipping.  (This is not true for "accessories" that go on sub-sets of the body: such as gloves, bracers, and shoes.) This means armor ignores the underlying "body" shape and instead that you can choose among those using the same texture '''UVmapping''' based upon the same base model (i.e. Type 6M, Type 6, Type 4, Type 3M, Type 3F, and Type 3)As a consequence, your Type 6 naked body can "wear" a Type 3 armor, but will appear to be Type 3 in proportions until it is taken off.
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
 
* Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
 
:* Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two modsFinally there is one specifically to address this issue.  Make sure you have all patch files provided by either mod installed first.  Then install the mod [http://www.nexusmods.com/newvegas/mods/63230/? Fallout Character Overhaul Pink Faces fix] by '''Fheese'''.  See the comments for additional information.
 
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></span>
+
:: "B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (e.g. "breast bones") and weights to support the "bouncing" parts.  (These different bones and weights are also the case with some "Havok" and "Power Armor" mods.)  They will either provide or tell you to use a specific "skeleton" in order to work correctly.  Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" (i.e. stretching out to the horizon) or otherwise appear "weird".  There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know about.  As a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabled.  Sometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available.  Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully.  This "skeleton" choice can easily limit your options.  There are three "universal compatibility skeleton" mods for FNV on '''Nexus''' designed to overcome this compatibility problem:
=== Issue - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
+
::* [http://www.nexusmods.com/newvegas/mods/68776 NV Compatibility Skeleton] by '''Kicho666, Xilandro, Fallout2AM'''. A skeleton with compatibility for the latest mods (such as "Ragdolls", Xilandro's various B42 mods (Head Tracking, Quickthrow, Inertia etc.), and "Titans of the West").
Commonly seen with [http://www.nexusmods.com/newvegas/mods/54460/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D54460&pUp=1 Fallout Character Overhaul (FCO)] (designed to remodel NPC faces) in combination with various other character mods and mods that affect appearance, especially eyes. This often is related to attempts to use both FCO and "Fallout New Vegas Redesigned" (FNVR; similar goal) in combination.
+
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 +
::: Read their descriptions carefully.
  
* Cause-1: Mod conflict with FCONote the older version (v2.3.1) is available on the same download page under "Old Versions".
+
:: Because the head is separate from the body, that means it too can have custom versions of it's mesh and textures.  In all other regards it is similar to but independent of the bodyAs the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh. It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate (though some come very close). There are "seam concealer" mods that provide necklaces and similar to hide this seam.
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
 
  
* Cause-2: According to the author of all FNVR versions, with FNVR3 the correct approach in conjunction with FCO3 is to use one or the other.  'Although FCO will "technically" work with New Vegas Redesigned 3, it's best not to. It's best to use one or the other. But not both. This makes it so that you will get New Vegas Redesigned 3's faces instead of the ones in FCO and it leaves the characters I left alone (ie. Lt. Monroe), etc. alone.'  A more detailed expanaition can be found in [https://forums.nexusmods.com/index.php?/topic/1876875-new-vegas-redesigned-3/page-96#entry16892164 the FNVR3 forum thread].
+
:: "Face mods" are yet another category subject to preference. You might want to look at the [http://www.nexusmods.com/newvegas/mods/67268/? Loose Comparison of Face Mods (Document)] PDF which compares 3 female NPCs (Cass, Sunny, and Veronica) among a number of separate mod treatments and combinations to get an idea of their differences.
: Note there are separate mod download pages for [http://www.nexusmods.com/newvegas/mods/39218/? FNV Redesigned 2 (FNVR2)] and [http://www.nexusmods.com/newvegas/mods/56312/? FNV Redesigned 3 (FNVR3)].
 
  
:* Solutions-2: As FCO3 does not work well with "Fallout New Vegas Redesigned" (FNVR), despite the author's advice people have had some success (with the same caveats as listed in the post above) using FCO2 instead of FCO3 in combination with FNVR2Any one of the following may also be required to resolve the "eye roll" problem.
+
:: Some features, such as scars and tattoos, are part of the texture and not a separate additionOthers have to use specific [http://geck.bethsoft.com/index.php?title=Race body part slots], which are broken down into "Body Data", "Face Data", and "FaceGen Race".  Only one mesh can be assigned to each body part. For instance, "Face Data" has only "Eye colors" and "Hair styles". Which in turn means you can have "hair" or a "hat/helmet" but not both. If there is hair showing under a hat or helmet, it is part of that "hat" mesh.  FNV does not have a separate slot for "facial hair" (i.e. beards, mustaches, "mutton chops", etc.).  Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself.
::* [http://www.nexusmods.com/newvegas/mods/37537/? Hi-Res Eyes Replacer by Zenl] for FCO2.
 
::* Try reinstalling and not using the "child eye fix".
 
::* Do you use a Bashed Patch and tag "FCOMaster.esm" with "Eyes"?
 
::* Possible conflict with another mod that affects eyes, such as "Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets by Matteius" or various "Project Mikoto for <specific companion>" mods.
 
  
<span id="Issue: Body Replacer - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
+
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install.  Sometimes they require using the GECK to add their mesh and textures to the "head" mod.  Read their installation instructions carefully before choosing.
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
 
'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" mod.  This can be done successfully, but requires close adherence to the '''FNVR3''' install instructions.  Even so, many people have had problems with crashes and performance in heavily modded games.
 
  
* Cause: The mod has been in production since '''FNV''' was released in 2010, and it's never had a thorough cleaningOver the near-decade that '''Dracomies''' has spent working on it, the '''GECK''' added tons of wild edits (it does that), and there were even some obsolete values from before the '''Fallout Official Patches''' were applied back in 2010/2011 still lurking in the plugins.
+
:: FAQs:<br>
: In addition, '''FNVR3''' relied on both an ESM and an ESP plugin. The main reason for the ESP is that when "NPC Actor" records are stored only in an ESM, you can get visual glitches such as what some call "whiteface", generally intense bright discoloration. '''FNVR3''' also suggests setting ''bLoadFaceGenHeadEGTFiles=1'' in the various INI files to further help with this problem, but that setting is an intense resource hog (it generates textures for every character on the fly while in game), which is a lot to ask of your modded setup on what is already a fairly unstable engineThere is a better way to resolve this though, using the "Export Face Textures" feature in the '''GECK''', eliminating the need for an ESP file.
+
:: Q: What are the common male body replacers?  Female ones?<br>
 
+
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions.  With the full name AND authors you should easily find their descriptions using the "search" feature:
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/65865 Qwinn's Refined FNV Redesigned 3 (QRNVR3)] by '''Qwinn''' is an authorized overhaul of FNVR3 to cleanup all the old issuesThe mod is currently a "beta test" of the cleanup which, if successful, will be rolled into the official '''FNVR3''' releaseIt is applied as a "patch" to an existing '''FCO+FNVR3''' installation, and takes care of the question about disabling the '''FCO''' ESM file by replacing it with an empty "dummy" version.
+
::: Males:
:: Qwinn has authored two articles to supplement QRNVR3:
+
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
::* [http://www.nexusmods.com/newvegas/articles/55232 Complete NVR3 Installation Instructions] This should help every NVSR3 user, even if they don't use Qwinn's mod.
+
:::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay and 7thNighthawk'''.
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
+
:::* [http://www.nexusmods.com/newvegas/mods/54731 Roberts Male Body FNV] by '''Nivea and Favoredsoul'''.
 
+
:::* [https://www.nexusmods.com/newvegas/mods/70530 Robert N - Male Body Replacer] by '''Robert, Nivea, AlienSlof, and Allnarta'''.
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
+
:::* [http://www.nexusmods.com/newvegas/mods/64001 Roberts and Brawler Body Complementary Resource for FNV and TTW] by '''Good0593''' and '''Nivea''' and '''Favoredsoul''' and '''RocketLombax'''.
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
+
::: Females:
* Cause: Mod authors usually choose 3rd Person "poses" available from other mods to show off their results.  Those poses accentuate the figure in a way that the normal in-game animation does not.  Also, the game has a horrible "fisheye lens" effect with the default of 75 or higher "Field of View" (FoV). The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20. The game is unplayable with the FoV this low; but it makes for better character screenshots.
+
:::* [http://www.nexusmods.com/newvegas/mods/67311 Beloved Girls Race Type4 body] by '''pr4ch'''.  (Note the screenshots are taken using ENB.)
:* Solution: Ignore it, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider]. However, note there are several different FoV settings and they have some impact upon each other. The mod [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] for normal game play may also help.
+
:::* [http://www.nexusmods.com/newvegas/mods/34702 BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/54438 DIMONIZED TYPE3 female body] by '''dimon99''' (Copied from FO3 section unmodified. Not ported, so clothing portion doesn't work.  See FO3 version for full description.)
 +
:::* [http://www.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
 +
:::* [http://www.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''(FO3 version) Not ported to FNV.
 +
:::* [http://www.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/66903 Type4 Female Body and Armors] by '''unkacc11'''.  No neckseams and much improved arms and upperbody. Complete set of armor and clothing with support for all DLCs, TTW, and Impact.
 +
:::* [http://www.nexusmods.com/newvegas/mods/67017 Berry and Aliceberry Type4 compatible Body] by '''ChunchunMARU'''.  This is a Replacer mod for Type4 Female Body! Slim and breasts smaller than Type4.  And, Type4 head file for Shojo race is also in the optional file.
 +
:::* [http://www.nexusmods.com/fallout3/mods/5326 Type V Female Body and Armor Replacer] by '''Luchaire'''.  ('Dimonized' FO3 version) Not ported to FNV.
 +
:::* [http://www.nexusmods.com/newvegas/mods/65627? Type6 Sexy outfits with nude body (Replacer (T6) and Non-Replacer)] by '''munnibhai'''The "replacer" version includes the original Type 6 Body (by '''Necroscope''', now hidden) for the Player character only.
 +
:::* [http://www.nexusmods.com/newvegas/mods/67073 Type6 Nude Body Mod (BNB) Edition3] by '''munnibhai'''.  This edition in the series adds BNB to the body and contains new outfits including denims, sexy frocks and a bonus Pakistani LehengaAfrican Skin tone is working.
 +
:::* [http://www.nexusmods.com/newvegas/mods/67104 Type(6) Sexy Outfits Merged BNB Compatible] by '''munnibhai'''.  Type6 Sexy Outfits Edition 1 & 2 merged into 1 and made BNB compatible.  43 Outfits.
 +
:::* [http://rd.nexusmods.com/newvegas/mods/45162 Type 6 Modification Body NV] (T6M) by '''Izumiko'''.  This is often (incorrectly) called just "Type 6" by some mods.  If it refers to '''Izumiko''''s version, then it means "Type 6M".
 +
:::* [http://www.nexusmods.com/newvegas/mods/66839 Type6-P (T6P) nude body BNB Replacer] by '''munnibhai''' is a more "petite" version of the Type-6 body.
 +
:::* [http://www.nexusmods.com/newvegas/mods/65697 Type C Body Replacer] by '''Cytiene/AusAllerWelt'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/37820 Athletic Female Body] by '''skims'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/47986 Athletic Body Type Bouncing BNB] by '''Tattooedillusions via Skims'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/60731 Female bodybuilder race and companion] by '''Bernt '''.  "Brenda" Race and NCCS companion. Together with a variety of outfits and a pose pack.  Requires [http://www.nexusmods.com/newvegas/mods/38059/? NCCS companion system] and [http://www.nexusmods.com/newvegas/mods/38853/? ACM companion wheel for NCCS].
 +
:::* <del>[http://www.nexusmods.com/newvegas/mods/42569 Muscle Girl Project - NV] by '''zomb_killer and Tigersan'''.</del> (No longer available.  See "Female bodybuilder race and companion" by '''Bernt ''' instead.)
 +
:::* [http://www.nexusmods.com/newvegas/mods/47277 SKINNY 6 Body BNB] by '''tattooedillusions via Humannature66'''
 +
:::* [http://www.nexusmods.com/newvegas/mods/67079 Wasteland Gals - Body Textures and Playable Races Type 3 4 6] is a retexture of type 3, 4 and 6 female bodies and faces that makes raiders, ghouls and old people playable.
 +
::: NPC overhauls:
 +
:::* [http://www.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Jokerine'''.
 +
::::* [http://jokerineborealis.tumblr.com/tagged/fnv Jokerine's Website with additional resources including apparel mod patches for vanilla bodies] such as "Spice of Life - Variety Armor and Clothing" for Vanilla/Default Body.
 +
:::* [http://www.nexusmods.com/newvegas/mods/39325 NVCE - New Vegas Character Expansions] by '''Machienzo'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/54460 Fallout Character Overhaul] by '''Drumber'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/39218 Fallout New Vegas Redesigned 2] by '''Dracomies'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/56312 Fallout New Vegas Redesigned 3] by '''Dracomies and Weijiesen'''.
  
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
+
:: Q: What is the difference between Body Type 3 and Body Type 6M, etc?<br>
 +
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt size.  All are potentially weighted differently ("bounce" effect).  Type 6 has an "apple bottom", Type 3 are thinner "waifs".  Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) by '''Necroscope''' came along when NV came out, but has since been hidden by the author.  Type 6M (by '''Izumiko''') is a "rounder" modification of the basic Type 6 model.  Why do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
 +
:::* HD versions have more polygons, which place a heavier demand on the video memory.
 +
:::* Hentai versions have puffy nipples and are based on T3F.
 +
:::* It's best to use clothing and armor specific to the particular body type or they won't render properly.  And it's not simple to "fix".
  
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
+
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
Many people have had problems getting this to installThe following needs to be understood.
+
:: A: Yes, if they have the same '''UVmapping''' (part of the texture "*.dds" file).  However, the dimensions of the armor will not change from the Type3 to the others.  The armor contains it's own body mesh.  (See the next question.)  The mod [http://www.nexusmods.com/newvegas/mods/67079 Wasteland Gals - Body Textures and Playable Races Type 3 4 6] is a retexture of type 3, 4 and 6 female bodies and faces that makes raiders, ghouls and old people playable(Note the caveats near the bottom of the description carefully.)
  
* There is more than just the body to consider when replacing appearancePlease see the [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] section of this article.
+
:: Q: What about clothing and armor compatibility between body types?<br>
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
+
:: A: Compatibility is a problematic term to use in this case.  Generally, the only thing that is needed for the body types and associated armors to work together is for them to share the same '''UVmap'''.  Any mesh that shares a '''UVmap''' can also share textures.  And generally the ones that are variations on Type3 do.  There are more choices for Type3 bodies than any others.  Remember: the "garment" completely replaces the body supposedly underneath it.  You are seeing the shape of the garment mesh, not that of the naked body.
* BoG is not itself a "body replacer" mesh.
+
::: "BnB" is a little more complicated.  Basically, in order to use BnB you have to have the skeleton.  So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file.  The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashes.  But you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
* BoG is designed for Type3 bodies, NOT vanilla bodies. (Yes, this is almost the same thing as the first point, but it bears repeating.)
+
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck.  For the time you're wearing an outfit, your body will be that size, for most thingsThis is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or whatever.  Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly.  As always, read the documentation carefully.
* If you only install this BoG ''texture'' replacer on vanilla bodies, there will be ugly underwear seams on a naked body. Like two textures/meshes are conflicting.
+
::: However, with that said, there was a tool called [http://kgtools.wordpress.com/clothing-converter/ KGTools Clothing Converter].  This would automatically convert Armor, Clothing, or Equipment from one body style to another!  Unfortunately the KGTools web site containing the downloads is no longer accessible.  Use the links [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ on this site (adults 18+ only)] instead.  The documentation is still available on the first link provided.
 +
 
 +
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
 +
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
 +
 
 +
: In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.
 +
 
 +
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
 +
 
 +
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
 +
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
 +
 
 +
* Cause-1: As pointed out in [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] you can't just assume every mod affecting the head will work with every other, or even with the body mod you have chosen. They are not "mix-n-match" and you can only use one such mod at a time for each race.  For example, if it says it's for "Head03", then it won't work with the vanilla game heads.  The popular mod [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse''' is for '''Type3''' bodies only, while [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius''' is not intended to work with any [[custom race]] body mods like '''Type3'''. Read the description and installation instructions carefully to determine what the mod is designed to work with.  Most known issues are noted either on the description page or under the "comments" page.  Note that some require MANUAL installation.
  
* To use this body mod (BoG), you should install a Type 3 Body & Armor ''mesh'' Replacer. An example would be [http://www.nexusmods.com/newvegas/mods/34825/? Type3 Body and Armor replacer] by '''Exeter'''.  It is not the only one.
+
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
<blockquote>
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
#: Remember to '''Merge''' instead of "replace" them when installing.
+
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable.  Examples by '''Exeter''':
+
background-color:#333333;padding:3px;
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
+
">
## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
+
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
+
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
#: Remember to '''Merge''' updates/patches, not "replace".
+
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
+
<br>
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
+
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
# Check "I have installed Invalidation myself and it works perfectly."
+
<br>
# Click through the FOMOD installation and choose your options. Click Install.
+
Therefore, in order to change eye colors without CTD you MUST:<br>
# After install, it will give you errors like these:
+
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
#:: Unable to install default meshes.
+
2) change eye color.<br>
#:: Unable to install (Selected) Body Mesh.
+
<br>
#:: Unable to install default textures.
+
As long as you do this in this order your game will NOT crash.</div>
#:: Unable to install textures for (Selected private parts).
+
</blockquote>
#:: Unable to install (Selected Raider) textures.
+
: Once you have successfully changed eye color, then you can safely change to your custom hair style.  But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
#:: Unable to install Sleepwear meshes.
+
:* Solution-1: Hair and Eyes are "slots" on the head.  This mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECK. The solution depends upon the mod.
#:: Unable to install default textures for Sleepwear.
+
::* [http://www.nexusmods.com/newvegas/mods/62744 Megaton Hairs - Vegas Edition] by '''zzjay''' is for the vanilla game races only, but includes a tutorial on how to add it MANUALLY to your custom race.
#:: Unable to install (Selected) texture for Sleepwear.
+
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
#: Just click "OK", ignoring them.
+
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
# Activate the plugin (check marking it).
+
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
# Post install:
+
::* [http://www.nexusmods.com/newvegas/mods/68016/? Hair Patcher Two] mod by '''Fallout 2AM''' adds a few differences to '''Hairs - Eyes - Races Auto - Patcher''' (by the same author).
## Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
+
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
## Close and reopen profiles.
+
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
## Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
 
# Verify the Install Order (on the left MO pane):
 
## Type3 Body and Armor replacer
 
## Dead Money Type3 Outfits
 
## Type 3 Honest Heaart Tribal Armors
 
## Old world Blues Armors for Type 3
 
## Lonesome Road Armors for Type 3
 
## BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
 
#: Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
 
: You should now see the BoG textures when you launch the game.
 
  
<span id="Issue: Body Replacer - Type 6M?"></span>
+
* Cause-2: Unsuccessfully trying to switch between race or hair mods.  The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (''TCL''), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to.  Trying to use the console command "''ShowRaceMenu''" here will probably crash the game.
 +
:* Solution-2: Instead reinstall and enable whatever mod contains the race you were playing, then use the console ''ShowRaceMenu'' command to switch to something else vanilla before removing it again.  Then perform a "Clean Save" as laid out in the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article before attempting to install a replacement.
 +
* A guide on custom race creation that covers adding hairs to races is: [http://www.nexusmods.com/newvegas/images/102834 How to Create a Custom Race] by '''jim_uk''' in the "Images" section of the Nexus.  There is also a [http://www.nexusmods.com/newvegas/mods/62261/? How to Create a Custom Race PDF] version in the Mods section.
  
=== Issue - Body Replacer - Type 6M ===
+
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
Problems getting this body replacer to work correctly.
 
  
* Cause: You need, in addition to a Type 6 body replacer, the correct body ''texture'' and "clothing and armor" modsSuch mods usually need to be installed MANUALLY. Read their documentation carefully.
+
=== Issue - Body Replacer - Custom Race skin mismatch ===
:* Solution: Type 6 bodies are based upon Type 3 bodies. This makes many Type 3 based mods compatible with Type 6. (An "M" suffix just means it is slightly modified from the base Type body in some dimension. This is usually not enough to make it sufficiently different to cause problems.)  Keep in mind the ''meshes'' are separate from the ''textures'', but the ''meshes'' contain the path to the ''texture'' files they use. Common choices that work are:
+
This is most commonly seen as a difference between the skin color of the head and the body.  This is a "texture" problemAdjusting the tone sliders in the racemenu does not change anything.
::* [http://www.nexusmods.com/newvegas/mods/34702/? BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''. Note that SOME FO3 body textures MAY generally work as well but must MANUALLY install only the texture files.
+
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
::* [http://www.nexusmods.com/newvegas/mods/54438/? DIMONIZED TYPE3 female body] by '''dimon99'''. Straight copy from FO3 (not ported).  Use textures only; as a "lower" resolution alternative to other body texture replacements.
+
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
::* [http://www.nexusmods.com/newvegas/mods/45505/? T6M Equipment Replacer NV] by '''Izumiko'''. Type 6M Clothing and Armor.
+
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
:: Don't forget to toggle "ArchiveInvalidation" off-and-then-on again after installing new textures.
+
:: Defining the NPC in an ESM is the only solution that works for everyone.
 +
:: If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.  
 +
::* In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 +
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">bLoadFaceGenHeadEGTFiles=1</div>
 +
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
  
<span id="Issue: BrokenHitIndicator"></span>
+
:: It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be ''SHADER_SKIN'', and the ''SF_Specular'', ''SF_Skinned'', ''SF_FaceGen'', ''SF_Remappable_Textures'', and ''SF_ZBuffer_Test'' flags need to be set. You can check and modify these using '''NifSkope'''. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race.
=== Issue - Broken Square/Hit Indicator ===
 
Basically every time you get shot or hit, a very broken square pops up in the direct middle of the screen with no idea what exactly is causing it.
 
  
* Cause: According to the author "Just Mods: The Hit Indicator" textures from [http://www.nexusmods.com/newvegas/mods/66666 Just Mods Assorted] (2.6d) only support high texture size.
+
:: Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named '''UpperBody.dds''', then the normal map needs to be named '''UpperBody_n.dds''' and the skin needs to be '''UpperBody_sk.dds''', and all of those files need to be in the same folder. You only define the base texture ('''UpperBody.dds''') for the race in the '''GECK''''. The '''GECK''' just assumes that the other files will be in the same place and will have the same name.
:* Solution: Go to "settings" [SIC] and change your texture size to "High".
 
:: NOTE: The comments page indicates that some individual "Just" mod components work fine when installed separately; but not when installed as part of the umbrella "Just Assorted" package.  YMMV.
 
  
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
+
:: And finally, keep in mind that whatever '''clothes''' or '''armor''' you use will have body parts defined, and those skin textures will show instead of whatever body you have defined in the '''GECK'''. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type.
 +
 
 +
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
 +
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]]  This contains the "rules" of making an ESM.
 +
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
 +
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
  
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
+
<span id="Issue: Body Replacer - Default/Vanilla"></span>
Upon opening a save, the player character is suddenly invisible except for their shadowNPCs act like the character is presentLoading an earlier save doesn't have the problem.
+
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
 +
No matter your opinion of the matter, one of the most common reasons for installing a "body replacer" is to enable a "nude body" when clothing and armor are removed(Since these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.) Some would prefer to not have to get into the complexities of resorting to "custom races" to get this feature.
  
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
+
* Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body texture.  This cannot be "removed" along with other clothing or armor.  There are some mods which provide alternative "underwear", but these are also integrated into the texture.
  
:* Solution: In the game console (default toggle key "~") enter the following commands (where "14" is the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_characters RefID of the player]):
+
:* Solution: The mod "[https://www.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Ghostwalker71''' and '''Jokerine''' is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages.  They are the same resolution (1024x1024) as the vanilla "race" files they replace.
::<pre>
 
::: prid 14
 
::: enable
 
</pre>
 
:: and close the console.
 
  
<span id="Issue-WonkyTextures"></span>
+
:* Related:
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
+
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''.  Female FaceGen presets only.
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
+
::* [http://www.nexusmods.com/newvegas/mods/55174 zzjay's body and face textures workshop - Type 3 and 6] by '''zzjay'''.  Includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races.
* Cause: "Project Nevada" appears to cause a texture problem with the "Chinese Assault Rifle".
+
::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay''' and '''7thNighthawk'''.  '''High poly''', improved and SEAMLESS version of the male body.  Compatible with VANILLA outfits and comes with actual feet instead of blocks, thanks to Robert's.  Underwear, nude and "erect" versions.
:* Solution: Strangely, installing one of the [http://www.nexusmods.com/newvegas/mods/64339?tab=files Asurah Reanimation Pack] "Iron Sight Fix" files resolves the conflict.
 
  
<span id="Issue: Disable Map Markers?"></span>
+
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
  
===Issue - Disable Map Markers===
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=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
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* Cause-1: Usually the problem is not understanding or following the installation instructions.
* Cause: The map marker in GECK (an "M" in a box with a large circle around an area in the Render window) has been flagged as "visible".
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: Note that FCO is a "high resolution" texture replacement of characters and NPCs. These will place additional demands upon your video system. Not all older systems will be able to handle the challenge.
:* Solution-1: This is much easier with FNVEdit if you apply a filter to only show map markers.
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: The extensive [http://forums.nexusmods.com/index.php?showtopic=1257503 FCO "comments" forum thread] on the subject has the answers to pretty much every conceivable question not answered here. Use the forum search function.
::* Start FNVEdit and load your current load order (selected by default).
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:* Solution-1: Make sure you have complied with the following requirements:
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
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::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (original version from the Silverlock site has been at 5.1b4 for many years. The current version known as "xNVSE" from [https://github.com/xNVSE/NVSE GitHub] is in version 6.x).
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
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::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
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::* Have the official "Old World Blues (OWB)" DLC installed and active.
::* Find the map marker you want to disable.
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::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
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::* Only install optional components of FCO you actually need.  When in doubt, don't. You can add them later.
::* At this point you may be introduced to a warning. Accept it.
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::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
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::* Start a new game either upon installing or uninstalling FCO.  The changes it makes to characters are such the effects upon a game in progress are not supported.
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 
::* Right-click the record and select "Copy as override into...".
 
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 
::: Selecting the record will now also list the override from your new plugin in the right panel.
 
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 
::* When you're all done, close the FNVEdit program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close FNVEdit.
 
  
:* Solution-2: Click on the marker in GECK to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the locationThen click the "OK" button, and save the file.
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* Cause-2: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
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:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
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:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
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:* Solution-2c: Other mods may also have their own patches for FCO.  Be sure to check the download pages for any mods already installed for "compatibility patches" for FCOBe careful as to which version of FCO each patch is designed to work with.
  
:* Solution-3: If you wish to unset the "visible" flag (in the "Marker Data" section of the [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] window) instead of disabling the marker, that can be done in "FNAM - Flags" (near where the name and location type is also defined.)  If the visible flag is set, it'll be listed below and you can right-click the entry and select "remove" to unset it.
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<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
  
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
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=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
=== Issue - Distant terrain or LOD flickers rapidly ===
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* Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
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:* Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two modsFinally there is one specifically to address this issueMake sure you have all patch files provided by either mod installed first.  Then install the mod [http://www.nexusmods.com/newvegas/mods/63230/? Fallout Character Overhaul Pink Faces fix] by '''Fheese'''.  See the comments for additional information.
* Cause: Known as "Z-fighting" or "stitching", this is a complex problem in 3D rendering where two or more "primatives" such as "layers" have similar or identical values in the "z-buffer", so they essentially occupy the same spaceThe result is the pixels from each layer "fight" to be the one displayed on screen, especially when the point of view changesThis causes a flickering, noisy display of first one then another color pixelSee the "[https://en.wikipedia.org/wiki/Z-fighting Z-fighting]" article from Wikipedia for the full technical description.
 
  
* Solution: There is no single solution that applies to every system, and some of these effects cannot be resolved by the player.  See the S.T.E.P. Project Guide [http://wiki.step-project.com/Guide:Z-Fighting Z-Fighting] for examples of the issue and some INI tweaks that may help.  An FNV user tried some similar suggested in [https://www.youtube.com/watch?v=XjHt-4Z6PwI Gopher's "Mountain Flicker and Z-Fighting" video] and had the most success with adjusting the "fNearDistance=" value under [Display] in the "FalloutPrefs.INI" file.  He reports that anything above "10" results in clipping with arms and weapons in first person mode, but a balance can be reached with some testing.
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<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></span>
: Tweaks to create "Fog" in the distance to mask Z-Fighting: The following are derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
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=== Issue - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
:* [GRAPHICS] (Page 9)
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Commonly seen with [http://www.nexusmods.com/newvegas/mods/54460/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D54460&pUp=1 Fallout Character Overhaul (FCO)] (designed to remodel NPC faces) in combination with various other character mods and mods that affect appearance, especially eyes. This often is related to attempts to use both FCO and "Fallout New Vegas Redesigned" (FNVR; similar goal) in combination.
::* "BlockLoadDistanceLow=" (default: 50000; corresponds to [Distant LOD] "Object LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 
::* "fTreeLoadDistance=" (default: 40000; corresponds to [Distant LOD] "Tree LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 
::* See also "fSplitDistanceMult=" in this section, though this is less likely to be effective if you are trying to increase the "fog" effect.
 
  
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></span>
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* Cause-1: Mod conflict with FCO.  Note the older version (v2.3.1) is available on the same download page under "Old Versions".
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
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:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
Also sometimes referred to as a "vortex on junk" or "compacting of cell contents".
 
  
* Cause-1: This has been traced to a corrupt ESM plugin from the mod [http://www.nexusmods.com/newvegas/mods/50817/? CAM - Chems Alcohol and Meds] by '''SenterPat'''.
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* Cause-2: According to the author of all FNVR versions, with FNVR3 the correct approach in conjunction with FCO3 is to use one or the other.  'Although FCO will "technically" work with New Vegas Redesigned 3, it's best not to. It's best to use one or the other. But not both. This makes it so that you will get New Vegas Redesigned 3's faces instead of the ones in FCO and it leaves the characters I left alone (ie. Lt. Monroe), etc. alone.'  A more detailed expanaition can be found in [https://forums.nexusmods.com/index.php?/topic/1876875-new-vegas-redesigned-3/page-96#entry16892164 the FNVR3 forum thread].
:* Solution-1: The problem has been fixed in version 9 of the mod.  Apparently it was resolved by removing the internal file header "ESM" flag from the ESP file.
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: Note there are separate mod download pages for [http://www.nexusmods.com/newvegas/mods/39218/? FNV Redesigned 2 (FNVR2)] and [http://www.nexusmods.com/newvegas/mods/56312/? FNV Redesigned 3 (FNVR3)].
* Cause-2: File "FINAL Searchlight Airport NCR.esm" in mod [http://www.nexusmods.com/newvegas/mods/40324 Searchlight Airport NCR or Legion].  To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
 
:* Solution-2a: Thanks for '''Merik2013''' for diagnosing the source and solution to the problem. He simply reset that decal back to its default settings and everything went back to normal. You probably could also just delete it from that ESM as well.  As always, make backups of the mods before editing.
 
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
 
::* Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also disabled (unchecked) all the miscellaneous changes made to it just to be sure it took, but that might not be necessary. The changes the mod made were enabling the "Persistent Reference" and "Initially Disabled" options as well as the "Flags: Set Enable State to Opposite of Parent " option under the "Enable Parent" tab.  (The last has also been suggested as a possible general fix to the problem on it's own.)
 
  
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
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:* Solutions-2: As FCO3 does not work well with "Fallout New Vegas Redesigned" (FNVR), despite the author's advice people have had some success (with the same caveats as listed in the post above) using FCO2 instead of FCO3 in combination with FNVR2.  Any one of the following may also be required to resolve the "eye roll" problem.
::* Go into '''FNVEdit''' and change the cleaning setting "set z -<some high number>" (ex: -3000) and TURN IT OFF.
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::* [http://www.nexusmods.com/newvegas/mods/37537/? Hi-Res Eyes Replacer by Zenl] for FCO2.
::* Reclean your mod.
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::* Try reinstalling and not using the "child eye fix".
::: (Note this solution predates v4.x of '''FNVEdit''' which has replaced such settings with the "AutoClean" function.  Presumably this is implemented in that function but we lack reports on how effective it is for this purpose, which is why it is not the primary solution.)
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::* Do you use a Bashed Patch and tag "FCOMaster.esm" with "Eyes"?
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::* Possible conflict with another mod that affects eyes, such as "Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets by Matteius" or various "Project Mikoto for <specific companion>" mods.
  
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
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<span id="Issue: Body Replacer - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
:: Placing (either deliberately or accidentally) "objects" (to include '''GECK''' things with "collision": like "trigger box activators") outside the "havok range boundary" of a cell seems to cause the "junknado".  (While this seems to occur in the "z-axis" most commonly, there is nothing to suggest so far this cannot occur when exceeding that boundary along any axis.) The following warning about "accidental placement" is found in the [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Optimization Bethsoft Tutorial Optimization] article on '''GECKWiki''':
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=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
<blockquote>
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'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" mod. This can be done successfully, but requires close adherence to the '''FNVR3''' install instructions. Even so, many people have had problems with crashes and performance in heavily modded games.
    WARNING: Havok physics and the [http://geckwiki.com/index.php?title=Markers room markers] do not play well together. Avoid placing Havokable objects [to include [http://geckwiki.com/index.php?title=Movable_Static movable statics]] near [http://geckwiki.com/index.php?title=Room_Bounds_and_Portal_Basics portals] that they might be knocked through. [If an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a '''portal''' to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]
 
</blockquote>
 
  
* Cause-3: Some Weather mods cause this problem as a conflict in the interior cells of some mods.
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* Cause: The mod has been in production since '''FNV''' was released in 2010, and it's never had a thorough cleaning.  Over the near-decade that '''Dracomies''' has spent working on it, the '''GECK''' added tons of wild edits (it does that), and there were even some obsolete values from before the '''Fallout Official Patches''' were applied back in 2010/2011 still lurking in the plugins.
:* Solution-3: If applying the "Solution-2a/2b" fixes above to either or both of the mod plugins in question fails to resolve the issue, try switching to a different Weather mod.
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: In addition, '''FNVR3''' relied on both an ESM and an ESP plugin. The main reason for the ESP is that when "NPC Actor" records are stored only in an ESM, you can get visual glitches such as what some call "whiteface", generally intense bright discoloration.  '''FNVR3''' also suggests setting ''bLoadFaceGenHeadEGTFiles=1'' in the various INI files to further help with this problem, but that setting is an intense resource hog (it generates textures for every character on the fly while in game), which is a lot to ask of your modded setup on what is already a fairly unstable engine.  There is a better way to resolve this though, using the "Export Face Textures" feature in the '''GECK''', eliminating the need for an ESP file.
  
<span id="Issue: Female Character strafing left modelling glitch"></span>
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:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/65865 Qwinn's Refined FNV Redesigned 3 (QRNVR3)] by '''Qwinn''' is an authorized overhaul of FNVR3 to cleanup all the old issues.  The mod is currently a "beta test" of the cleanup which, if successful, will be rolled into the official '''FNVR3''' release.  It is applied as a "patch" to an existing '''FCO+FNVR3''' installation, and takes care of the question about disabling the '''FCO''' ESM file by replacing it with an empty "dummy" version.
 +
:: Qwinn has authored two articles to supplement QRNVR3:
 +
::* [http://www.nexusmods.com/newvegas/articles/55232 Complete NVR3 Installation Instructions] This should help every NVSR3 user, even if they don't use Qwinn's mod.
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::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
  
=== Issue - Female Character strafing left modelling glitch ===
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<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
The left arm appears totally mangledOnly seems to affect female models, and persists even if the entire FNV game and "Users\<acct>\documents\My Games\FalloutNV" folders are deleted and re-installed with only vanilla files (no mods).
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=== Issue - Body Replacer - In-game does not look quite like the authors images ===
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* Cause: Mod authors usually choose 3rd Person "poses" available from other mods to show off their results.  Those poses accentuate the figure in a way that the normal in-game animation does notAlso, the game has a horrible "fisheye lens" effect with the default of 75 or higher "Field of View" (FoV).  The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
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:* Solution: Ignore it, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider].  However, note there are several different FoV settings and they have some impact upon each other.  The mod [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] for normal game play may also help.
  
* Cause: Why the problem persists through a re-install is unknown.  However, the cause appears to be related to the "left movement" animations used.
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<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
:* Solution: For at least one user this was "mitigated" (though not actually resolved) by downloading a "BnB" (Bouncing Natural Breasts) skeleton and copying the "left movement" animations located in that mod's "meshes\characters\_male\female" folder to that of the "Data" folder tree.
 
  
<span id="Issue: FPVCameraBug"></span>
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=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
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Many people have had problems getting this to install.  The following needs to be understood.
There can be a problem with the mod [https://www.nexusmods.com/newvegas/mods/55334 New Vegas - Enhanced Camera] by '''LogicDragon''' when drawing a weapon (even bare hands) in "First Person View" while wearing Power Armor or Elite Riot Armor in which half of the view is blocked by the left shoulder pauldron.
 
  
* Cause: This is due to a bug in the mod [http://www.nexusmods.com/newvegas/mods/51664 Yukichigai Unofficial Patch - YUP] that makes it so the Riot Armor family has its left shoulder appear in first person. The source of the problem seems to be from YUP version 11.3 onwards (and possibly earlier versions.) The YUP team is aware of the problem, but it has not been fixed as of version 11.7. The same problem has also been referenced in the "Enhanced Camera" comments without attributing it to YUP.
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* There is more than just the body to consider when replacing appearance.  Please see the [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] section of this article.
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* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
 +
* BoG is not itself a "body replacer" mesh.
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* BoG is designed for Type3 bodies, NOT vanilla bodies(Yes, this is almost the same thing as the first point, but it bears repeating.)
 +
* If you only install this BoG ''texture'' replacer on vanilla bodies, there will be ugly underwear seams on a naked body. Like two textures/meshes are conflicting.
  
:* Solution: Remove YUP from the load order.  As YUP provides many, many other bug fixes this is less than ideal and not recommended, but does resolve this particular problem.
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* To use this body mod (BoG), you should install a Type 3 Body & Armor ''mesh''  ReplacerAn example would be [http://www.nexusmods.com/newvegas/mods/34825/? Type3 Body and Armor replacer] by '''Exeter'''. It is not the only one.
 
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:* Partial Workaround: The mod [http://www.nexusmods.com/newvegas/mods/65496 Elite Desert Combat Gear] offers a Desert Ranger Combat armor and helmet with the same stats as Elite Riot gear. The helmet is however still light armor to reflect the changes made by YUP.
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# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
 
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#: Remember to '''Merge''' instead of "replace" them when installing.
<span id="Issue: Fisheye"></span>
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# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicableExamples by '''Exeter''':
 
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## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
=== Issue - Fisheye lens effect in 3rd Person ===
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## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
Both FO3 and FNV have a horrible "fisheye lens" effect with the default of 75 or higher in 3rd Person "Field of View" (FoV)This affects what can be seen in the HUD, especially distorting items at the edges.
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## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
 
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## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
* Cause: The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
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#: Remember to '''Merge''' updates/patches, not "replace".
:* Solution: Use the "mouse wheel" to zoom the "chase camera" in or out as needed, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider]. However, note there are several different FoV settings and they have some impact upon each other. The mods [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] or [http://www.nexusmods.com/newvegas/mods/65521 Definitive Camera Hotkeys - a PHW Module] for normal game play may also help.
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# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
 
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# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
<span id="Issue: Flickering Shadows on grass"></span>
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# Check "I have installed Invalidation myself and it works perfectly."
 
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# Click through the FOMOD installation and choose your options. Click Install.
=== Issue - Flickering Shadows on grass ===
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# After install, it will give you errors like these:
* Cause: Video settings issue.
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#:: Unable to install default meshes.
:* Solution: Any one or combination of the following may work:
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#:: Unable to install (Selected) Body Mesh.
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel. HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS. Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit. NLE really tones down the glare and is more subdued.
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#:: Unable to install default textures.
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
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#:: Unable to install textures for (Selected private parts).
:# Set ''Negative LOD Bias'' to "Clamp" in the video adapter card control panel.
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#:: Unable to install (Selected Raider) textures.
:# Disable ''Anti Aliasing '' in the video adapter card control panel.
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#:: Unable to install Sleepwear meshes.
:# In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" section. However, reportedly this only affects the shadows of Actors.
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#:: Unable to install default textures for Sleepwear.
:# Use the [http://www.lagom.nl/lcd-test/ Lagom LCD Monitor Test Site] to check if you need to adjust the color controls (e.g. "brightness or contrast") on your physical display monitor.
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#:: Unable to install (Selected) texture for Sleepwear.
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#: Just click "OK", ignoring them.
 +
# Activate the plugin (check marking it).
 +
# Post install:
 +
## Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
 +
## Close and reopen profiles.
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## Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
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# Verify the Install Order (on the left MO pane):
 +
## Type3 Body and Armor replacer
 +
## Dead Money Type3 Outfits
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## Type 3 Honest Heaart Tribal Armors
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## Old world Blues Armors for Type 3
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## Lonesome Road Armors for Type 3
 +
## BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
 +
#: Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
 +
: You should now see the BoG textures when you launch the game.
  
<span id="Issue: Floating objects"></span>
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<span id="Issue: Body Replacer - Type 6M?"></span>
===Issue - Floating objects===
 
Some objects in a cell "float" above ground level.
 
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
 
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the game.  The result would persist from that save game point onwards.  However it will re-appear if an earlier save were loaded, or a new game started, or a new mod added which also conflicts: so it is only a temporary solution to that specific conflict.  The edit would consist of:
 
:* Click on the floating object.
 
::* Use the "getpos [x|y|z]" commands, where "x"= is the '''horizontal''', "y" is the '''vertical''', and "z" is 'the '''height''' above the water table (AKA "ground level")' axis location in the cell.  Each axis must be retrieved individually, i.e. "getpos x", "getpos y", and "getpos z".  Record each result.
 
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
 
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level".  Note the floating decimal number value.
 
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
 
:* Repeat the above steps for each floating object as needed.
 
:* Make a "full save" to a new "save game" slot.
 
  
<span id="Issue: Fog effect around the Vegas Strip"></span>
+
=== Issue - Body Replacer - Type 6M ===
=== Issue - Fog effect around the Vegas Strip ===
+
Problems getting this body replacer to work correctly.
* Cause: The area around New Vegas (outside the strip itself) uses the "NVWastelandHazy" weather type which includes the same effect that the distance fog does, but it's set as if the distance is nothing (-10) causing it to be present right where you are. Apparently it's there to give everything a sort of dirty/dusty appearance, as if lots of sand and dirt has been kicked up by the amount of human activity around Vegas.  The weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
 
:* Solution: Forcing the weather from "NVUrbanClear [WTHR:00173564]" to "NVWastelandHazy [WTHR:00100A4E]" will remove the fog.  "NVWastelandClear [WTHR:000FFC88]" doesn't "fog".
 
:: Looking at NVUrbanClear, it has '''FNAM - Fog Distance''' Day & Night "- Near fog" set to "-10". ("NVWastelandClear" does as well), although during the night time it doesn't fog your eyes.
 
:: So essentially to get rid of the fog using '''FNVEdit/xEdit''', you would expand the "Weather" '''Object''' category, select "NVUrbanClear", and then scroll down to "FNAM - Fog Distance" and change "Night - Near" from "-10" to "2000"; and also for "NVWastelandClear" change both "Night - Near" and "Day - Near" from "-10" to "2000". Any Fog setting that is "-10" should be set to "2000" if "Near", and "200000" if "Far", to get rid of the foggy effect.
 
  
<span id="Issue: Head clipping through hair"></span>
+
* Cause: You need, in addition to a Type 6 body replacer, the correct body ''texture'' and "clothing and armor" mods.  Such mods usually need to be installed MANUALLY.  Read their documentation carefully.
=== Issue - Head clipping through hair ===
+
:* Solution: Type 6 bodies are based upon Type 3 bodies.  This makes many Type 3 based mods compatible with Type 6.  (An "M" suffix just means it is slightly modified from the base Type body in some dimension. This is usually not enough to make it sufficiently different to cause problems.) Keep in mind the ''meshes'' are separate from the ''textures'', but the ''meshes'' contain the path to the ''texture'' files they use.  Common choices that work are:
* Cause: FNV requires the vanilla hair meshes to be located in BSA archives to display properly. If you need to edit one of them, unpack it somewhere other than your Data directoryIf the problem is with custom hair styles, it is most likely that they were not made properly.
+
::* [http://www.nexusmods.com/newvegas/mods/34702/? BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.  Note that SOME FO3 body textures MAY generally work as well but must MANUALLY install only the texture files.
:* Solution: If you have "Data\Meshes\Characters\Hair" and "Head" folders, delete them and toggle "ArchiveInvalidation" so the game uses the files in the "Fallout - Meshes.BSA".
+
::* [http://www.nexusmods.com/newvegas/mods/54438/? DIMONIZED TYPE3 female body] by '''dimon99'''. Straight copy from FO3 (not ported).  Use textures only; as a "lower" resolution alternative to other body texture replacements.
 +
::* [http://www.nexusmods.com/newvegas/mods/45505/? T6M Equipment Replacer NV] by '''Izumiko'''. Type 6M Clothing and Armor.
 +
:: Don't forget to toggle "ArchiveInvalidation" off-and-then-on again after installing new textures.
  
<span id="Issue: Interior cell portions not visible"></span>
+
<span id="Issue: BrokenHitIndicator"></span>
=== Issue - Interior cell portions not visible ===
+
=== Issue - Broken Square/Hit Indicator ===
You may find some things invisible, not rendered, or apparently "transparent walls" in some interior cells; without ENB or other "post processor" installed or active.
+
Basically every time you get shot or hit, a very broken square pops up in the direct middle of the screen with no idea what exactly is causing it.
  
*Cause: Mod conflict with more than one attempting to modify the same interior cell.  Often this is done by an author "copying" the interior cell and making changes without taking proper precautions regarding optimizations.  See the '''GECK''' [[#TIP: Enable "MultiBounds"|TIP: Enable "MultiBounds"]] for details.
+
* Cause: According to the author "Just Mods: The Hit Indicator" textures from [http://www.nexusmods.com/newvegas/mods/66666 Just Mods Assorted] (2.6d) only support high texture size.
:* Solution-1: You may want to experiment with changes to the "interior buffer size" setting. Start small, as the memory has to come from that used elsewhere.  Please see the "[http://www.tweakguides.com/Fallout3_10.html Memory, Loading & Multi-threading]" entry in the TweakGuides.com "Fallout 3 Tweak Guide".
+
:* Solution: Go to "settings" [SIC] and change your texture size to "High".
 +
:: NOTE: The comments page indicates that some individual "Just" mod components work fine when installed separately; but not when installed as part of the umbrella "Just Assorted" package.  YMMV.
  
:* Solution-2: The problem in the offending plugin has to be resolved by the author.  In the meantime, you have to identify the offending plugin(s) and remove from your "load order".  Please see the '[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Clean_Saves Clean Saves]' section of the wiki "[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice]" article.
+
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
  
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
+
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
 +
Upon opening a save, the player character is suddenly invisible except for their shadow.  NPCs act like the character is present.  Loading an earlier save doesn't have the problem.
  
<span id="Issue: Invisible Companion"></span>
+
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
  
=== Issue - Invisible Companion ===
+
:* Solution: In the game console (default toggle key "~") enter the following commands (where "14" is the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_characters RefID of the player]):
A companion has suddenly gone "invisible" in the game, and nothing seems to make them visible again.  Their marker appears on the Pipboy map, but they do not seem to physically be there upon traveling to that location.
+
::<pre>
 
+
::: prid 14
* Cause: Unknown, but the situation has been reported to occur before.
+
::: enable
:* Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
+
</pre>
::* Travel to the companion's location so your character is near them.
+
:: and close the console.
::* Open the in-game console (default is the < ~ > key).
 
:::* < Click > on the companion. This is all that is needed. Note this will display an 8 character "Ref-ID" above them, which you will need to remember.
 
::* Enter the console command: "prid <Ref-ID>" and < Enter >, but without the quotes (where "Ref-ID" is what you noted for the companion in the previous step).
 
::* Now enter: "disable" and < Enter >.
 
::* Follow with "enable" and < Enter >.
 
:: This sequence should make the companion visible again.
 
  
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
+
<span id="Issue-WonkyTextures"></span>
 +
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
 +
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
 +
* Cause: "Project Nevada" appears to cause a texture problem with the "Chinese Assault Rifle".
 +
:* Solution: Strangely, installing one of the [http://www.nexusmods.com/newvegas/mods/64339?tab=files Asurah Reanimation Pack] "Iron Sight Fix" files resolves the conflict.
  
:* Solution-1c: If "Solution-1a" doesn't work and "Solution-1b" is not really feasible and you prefer to live with the consequences, try "resurrecting" the companion.  They may end up without their current inventory: losing everything you gave them to carry and reverting to their starting equipment.  It might also interfere with some of their quests as well, which is why it's the least preferred solution.  Follow the same basic process with the commands:
+
<span id="Issue: Disable Map Markers?"></span>
::* "prid <Ref-ID>"
 
::* "kill"
 
::* "resurrect"
 
::* "disable"
 
::* "enable"
 
:: This may require you to "re-hire" the companion and reset it's "companion command options".
 
  
<span id="Issue: Missing textures/walls"></span>
+
===Issue - Disable Map Markers===
=== Issue - Missing textures or walls ===
+
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
Entering some locations (e.g. "Hidden valley bunker", "Kings school", and "Camp Golf") the wallsappear to be transparent or missing, allowing aview of some elements of the adjacent interior rooms. Collision still seems to be functioning (the character doesn't fall thorough the "gray areas" if they are enetered).
+
* Cause: The map marker in '''GECK''' (an "M" in a box with a large circle around an area in the Render window) has been flagged as "visible".
 +
:* Solution-1: This is much easier with [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] if you apply a filter to only show "map markers".
 +
::* Start '''FNVEdit''' and load your current load order (selected by default).
 +
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
 +
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
 +
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
 +
::* Find the map marker you want to disable.
 +
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
 +
::* At this point you may be introduced to a warning. Accept it.
 +
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
 +
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 +
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 +
::* Right-click the record and select "Copy as override into...".
 +
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 +
::: Selecting the record will now also list the override from your new plugin in the right panel.
 +
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 +
::* When you're all done, close the '''FNVEdit''' program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close '''FNVEdit'''.
  
* Cause: Mod conflict
+
:* Solution-2: Click on the marker in '''GECK''' to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the locationThen click the "OK" button, and save the file.
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culpritDeactivating it has been reported to correct the issue.
 
  
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
+
:* Solution-3: If you wish to unset the "visible" flag (in the "Marker Data" section of the [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] window) instead of disabling the marker, that can be done in "FNAM - Flags" (near where the name and location type is also defined.) If the visible flag is set, it'll be listed below and you can right-click the entry and select "remove" to unset it.
=== Issue - Mod makes the Sun too bright off surfaces ===
 
Note this is not "sun glare", which is when you look directly at the sun in game.
 
Be aware that there is a "light dome effect" around the New Vegas strip which is quite visible from a distance at nightDaylight surfaces within this dome area are blindingly bright from some angles on default settings.  This appears to be by design.
 
  
* Cause-1: Lighting mods make adjustments to various lighting values, resulting in uncomfortably bright reflections off some surfaces.  Sometime these are by way of tweaks to the INI file, and sometimes controlled "in-game".
+
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
  
:* Solution-1a: Only use one lighting mod for exteriors, and one for interiors. Read their documentation carefully for recommendations on where to position them in your load order.
+
=== Issue - Distant terrain or LOD flickers rapidly ===
:: Some mods intend you to use hats and sunglasses to mitigate the effectChanging the facing direction may also have an effect.
+
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
:: INI tweaks depend upon which surfaces and where they are located.  See the [http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV) for the effects of particular settings.
+
* Cause: Known as "Z-fighting" or "stitching", this is a complex problem in 3D rendering where two or more "primatives" such as "layers" have similar or identical values in the "z-buffer", so they essentially occupy the same space. The result is the pixels from each layer "fight" to be the one displayed on screen, especially when the point of view changesThis causes a flickering, noisy display of first one then another color pixel.  See the "[https://en.wikipedia.org/wiki/Z-fighting Z-fighting]" article from Wikipedia for the full technical description.
  
:* Solution-1b: The mod [http://www.nexusmods.com/newvegas/mods/51577/? Dynavision 3] incorporates (saving a plugin slot) [http://www.nexusmods.com/newvegas/mods/39619/? The Imaginator] which "allows you to separately control visual elements like Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu". Dynavision 3 now works with UIO instead of requiring it's own installer.
+
* Solution: There is no single solution that applies to every system, and some of these effects cannot be resolved by the player.  See the S.T.E.P. Project Guide [http://wiki.step-project.com/Guide:Z-Fighting Z-Fighting] for examples of the issue and some INI tweaks that may help.  An FNV user tried some similar suggested in [https://www.youtube.com/watch?v=XjHt-4Z6PwI Gopher's "Mountain Flicker and Z-Fighting" video] and had the most success with adjusting the "fNearDistance=" value under [Display] in the "FalloutPrefs.INI" file. He reports that anything above "10" results in clipping with arms and weapons in first person mode, but a balance can be reached with some testing.
:: This is a recommended alternative to ENB and other "post-processors"However, Dynavision has a persistent and annoying bug which frequently causes NPCs to go invisible. Some people recommend using the older "Dynavision 2" + "Imaginator" instead, but the same "invisible NPCs" bug was reported with it.  A patch file to fix this issue in "Dynavision 3" was posted in mid 2016, but there are no comments regarding how effective it is.
+
: Tweaks to create "Fog" in the distance to mask Z-Fighting: The following are derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout]Page numbers refer to that document.
 +
:* [GRAPHICS] (Page 9)
 +
::* "BlockLoadDistanceLow=" (default: 50000; corresponds to [Distant LOD] "Object LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 +
::* "fTreeLoadDistance=" (default: 40000; corresponds to [Distant LOD] "Tree LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 +
::* See also "fSplitDistanceMult=" in this section, though this is less likely to be effective if you are trying to increase the "fog" effect.
  
:* Solution-1c: INI Lighting tweaks.  The following is derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
+
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></span>
::* [View Distance] (Page 7)
+
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
::: Specularity Fade: This slider controls how shiny reflective surfaces appear to be. In practice the only obvious impact of changing this setting is that some metallic objects will lose their shine.  However you can also manually adjust the value of this setting by editing the INI "fSpecularLODStartFade" variable, and if you want to disable specularity altogether, either to further boost performance, or if you believe the game world is too shiny, then see the "bDoSpecularPass" variable covered on page 9.
+
Also sometimes referred to as a "vortex on junk" or "compacting of cell contents".
::* [Display] (Page 7)
 
::: Brightness: This gamma slider controls how bright or dark the overall screen image will be. Adjust it so that at night the image is visible but not washed out. It has no impact on performance, so set to suit your taste. If you need to increase gamma to be much brighter than the maximum on the slider allows (e.g. on very old monitors), see the "fGamma"-related variables on page 9.
 
  
:* Solution-1d: Sometimes "post-processors" like the ENB Series can compensate, though remember that these often impose a penalty upon your "frames per second" (FPS)The first resort in these cases is often choosing a different "preset", but if you want to adjust settings yourself, see the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENBseries_INI ENBSeries INI Guide] page which "is intended as THE comprehensive reference to the functionality of all parameters found within enbseries.ini as it evolves." Suggest you start with the "[BLOOM]" and "[REFLECTION]" sections.
+
* Cause-1: This has been traced to a corrupt ESM plugin from the mod [http://www.nexusmods.com/newvegas/mods/50817/? CAM - Chems Alcohol and Meds] by '''SenterPat'''.
:: The [http://www.overclock.net/t/1386086/guides-to-creating-and-customizing-your-enbs Guides to Creating and Customizing Your ENB's] thread is another ENB settings resource.
+
:* Solution-1: The problem has been fixed in version 9 of the modApparently it was resolved by removing the internal file header "ESM" flag from the ESP file.
 +
* Cause-2: File "FINAL Searchlight Airport NCR.esm" in mod [http://www.nexusmods.com/newvegas/mods/40324 Searchlight Airport NCR or Legion].  To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
 +
:* Solution-2a: Thanks for '''Merik2013''' for diagnosing the source and solution to the problem.  He simply reset that decal back to its default settings and everything went back to normal. You probably could also just delete it from that ESM as wellAs always, make backups of the mods before editing.
 +
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
 +
::* Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also disabled (unchecked) all the miscellaneous changes made to it just to be sure it took, but that might not be necessary. The changes the mod made were enabling the "Persistent Reference" and "Initially Disabled" options as well as the "Flags: Set Enable State to Opposite of Parent " option under the "Enable Parent" tab.  (The last has also been suggested as a possible general fix to the problem on it's own.)
  
* Cause-2: Your monitor brightness/gamma is too high.
+
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
 +
::* Go into [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] and change the cleaning setting "set z -<some high number>" (ex: -3000) and TURN IT OFF.
 +
::* Reclean your mod.
 +
::: (Note this solution predates v4.x of '''FNVEdit''' which has replaced such settings with the "AutoClean" function.  Presumably this is implemented in that function but we lack reports on how effective it is for this purpose, which is why it is not the primary solution.)
  
:* Solution-2: Use the [http://www.lagom.nl/lcd-test/ LCD monitor test images] web site as reference to adjust your monitor calibration to what you desire.
+
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
 +
:: Placing (either deliberately or accidentally) "objects" (to include '''GECK''' things with "collision": like "trigger box activators") outside the "havok range boundary" of a cell seems to cause the "junknado".  (While this seems to occur in the "z-axis" most commonly, there is nothing to suggest so far this cannot occur when exceeding that boundary along any axis.)  The following warning about "accidental placement" is found in the [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Optimization Bethsoft Tutorial Optimization] article on '''GECKWiki''':
 +
<blockquote>
 +
    WARNING: Havok physics and the [http://geckwiki.com/index.php?title=Markers room markers] do not play well together. Avoid placing Havokable objects [to include [http://geckwiki.com/index.php?title=Movable_Static movable statics]] near [http://geckwiki.com/index.php?title=Room_Bounds_and_Portal_Basics portals] that they might be knocked through. [If an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a '''portal''' to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]
 +
</blockquote>
 +
 
 +
* Cause-3: Some Weather mods cause this problem as a conflict in the interior cells of some mods.
 +
:* Solution-3:  If applying the "Solution-2a/2b" fixes above to either or both of the mod plugins in question fails to resolve the issue, try switching to a different Weather mod.
 +
 
 +
<span id="Issue: Female Character strafing left modelling glitch"></span>
 +
 
 +
=== Issue - Female Character strafing left modelling glitch ===
 +
The left arm appears totally mangled.  Only seems to affect female models, and persists even if the entire FNV game and "Users\<acct>\documents\My Games\FalloutNV" folders are deleted and re-installed with only vanilla files (no mods).
 +
 
 +
* Cause: Why the problem persists through a re-install is unknown.  However, the cause appears to be related to the "left movement" animations used.
 +
:* Solution: For at least one user this was "mitigated" (though not actually resolved) by downloading a "BnB" (Bouncing Natural Breasts) skeleton and copying the "left movement" animations located in that mod's "meshes\characters\_male\female" folder to that of the "Data" folder tree.
 +
 
 +
<span id="Issue: FPVCameraBug"></span>
 +
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
 +
There can be a problem with the mod [https://www.nexusmods.com/newvegas/mods/55334 New Vegas - Enhanced Camera] by '''LogicDragon''' when drawing a weapon (even bare hands) in "First Person View" while wearing Power Armor or Elite Riot Armor in which half of the view is blocked by the left shoulder pauldron.
 +
 
 +
* Cause: This is due to a bug in the mod [http://www.nexusmods.com/newvegas/mods/51664 Yukichigai Unofficial Patch - YUP] that makes it so the Riot Armor family has its left shoulder appear in first person.  The source of the problem seems to be from YUP version 11.3 onwards (and possibly earlier versions.)  The YUP team is aware of the problem, but it has not been fixed as of version 11.7.  The same problem has also been referenced in the "Enhanced Camera" comments without attributing it to YUP.
 +
 
 +
:* Solution: Remove YUP from the load order.  As YUP provides many, many other bug fixes this is less than ideal and not recommended, but does resolve this particular problem.
 +
 
 +
:* Partial Workaround:  The mod [http://www.nexusmods.com/newvegas/mods/65496 Elite Desert Combat Gear] offers a Desert Ranger Combat armor and helmet with the same stats as Elite Riot gear. The helmet is however still light armor to reflect the changes made by YUP.
 +
 
 +
<span id="Issue: Fisheye"></span>
 +
 
 +
=== Issue - Fisheye lens effect in 3rd Person ===
 +
Both FO3 and FNV have a horrible "fisheye lens" effect with the default of 75 or higher in 3rd Person "Field of View" (FoV).  This affects what can be seen in the HUD, especially distorting items at the edges.
 +
 
 +
* Cause: The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
 +
:* Solution: Use the "mouse wheel" to zoom the "chase camera" in or out as needed, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider].  However, note there are several different FoV settings and they have some impact upon each other.  The mods [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] or [http://www.nexusmods.com/newvegas/mods/65521 Definitive Camera Hotkeys - a PHW Module] for normal game play may also help.
 +
 
 +
<span id="Issue: Flickering Shadows on grass"></span>
 +
 
 +
=== Issue - Flickering Shadows on grass ===
 +
* Cause: Video settings issue.
 +
:* Solution: Any one or combination of the following may work:
 +
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel.  HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS.  Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit.  NLE really tones down the glare and is more subdued.
 +
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
 +
:# Set ''Negative LOD Bias'' to "Clamp" in the video adapter card control panel.
 +
:# Disable ''Anti Aliasing '' in the video adapter card control panel.
 +
:# In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" section.  However, reportedly this only affects the shadows of Actors.
 +
:# Use the [http://www.lagom.nl/lcd-test/ Lagom LCD Monitor Test Site] to check if you need to adjust the color controls (e.g. "brightness or contrast") on your physical display monitor.
 +
 
 +
<span id="Issue: Floating objects"></span>
 +
===Issue - Floating objects===
 +
Some objects in a cell "float" above ground level.
 +
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
 +
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 +
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the game.  The result would persist from that save game point onwards.  However it will re-appear if an earlier save were loaded, or a new game started, or a new mod added which also conflicts: so it is only a temporary solution to that specific conflict.  The edit would consist of:
 +
:* Click on the floating object.
 +
::* Use the "getpos [x|y|z]" commands, where "x"= is the '''horizontal''', "y" is the '''vertical''', and "z" is 'the '''height''' above the water table (AKA "ground level")' axis location in the cell.  Each axis must be retrieved individually, i.e. "getpos x", "getpos y", and "getpos z".  Record each result.
 +
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
 +
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level".  Note the floating decimal number value.
 +
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
 +
:* Repeat the above steps for each floating object as needed.
 +
:* Make a "full save" to a new "save game" slot.
 +
 
 +
<span id="Issue: Fog effect around the Vegas Strip"></span>
 +
=== Issue - Fog effect around the Vegas Strip ===
 +
* Cause: The area around New Vegas (outside the strip itself) uses the "NVWastelandHazy" weather type which includes the same effect that the distance fog does, but it's set as if the distance is nothing (-10) causing it to be present right where you are. Apparently it's there to give everything a sort of dirty/dusty appearance, as if lots of sand and dirt has been kicked up by the amount of human activity around Vegas.  The weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
 +
:* Solution: Forcing the weather from "NVUrbanClear [WTHR:00173564]" to "NVWastelandHazy [WTHR:00100A4E]" will remove the fog.  "NVWastelandClear [WTHR:000FFC88]" doesn't "fog".
 +
:: Looking at NVUrbanClear, it has '''FNAM - Fog Distance''' Day & Night "- Near fog" set to "-10". ("NVWastelandClear" does as well), although during the night time it doesn't fog your eyes.
 +
:: So essentially to get rid of the fog using '''xEdit/'''[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit], you would expand the "Weather" '''Object''' category, select "NVUrbanClear", and then scroll down to "FNAM - Fog Distance" and change "Night - Near" from "-10" to "2000"; and also for "NVWastelandClear" change both "Night - Near" and "Day - Near" from "-10" to "2000". Any Fog setting that is "-10" should be set to "2000" if "Near", and "200000" if "Far", to get rid of the foggy effect.
 +
 
 +
<span id="Issue: Head clipping through hair"></span>
 +
 
 +
=== Issue - Head clipping through hair ===
 +
* Cause: FNV requires the vanilla hair meshes to be located in BSA archives to display properly. If you need to edit one of them, unpack it somewhere other than your Data directory.  If the problem is with custom hair styles, it is most likely that they were not made properly.
 +
:* Solution: If you have "Data\Meshes\Characters\Hair" and "Head" folders, delete them and toggle "ArchiveInvalidation" so the game uses the files in the "Fallout - Meshes.BSA".
 +
 
 +
<span id="Issue: Interior cell portions not visible"></span>
 +
=== Issue - Interior cell portions not visible ===
 +
You may find some things invisible, not rendered, or apparently "transparent walls" in some interior cells; without ENB or other "post processor" installed or active.
 +
 
 +
*Cause: Mod conflict with more than one attempting to modify the same interior cell.  Often this is done by an author "copying" the interior cell and making changes without taking proper precautions regarding optimizations.  See the '''GECK''' [[#TIP: Enable "MultiBounds"|TIP: Enable "MultiBounds"]] for details.
 +
:* Solution-1: You may want to experiment with changes to the "interior buffer size" setting.  Start small, as the memory has to come from that used elsewhere.  Please see the "[http://www.tweakguides.com/Fallout3_10.html Memory, Loading & Multi-threading]" entry in the TweakGuides.com "Fallout 3 Tweak Guide".
 +
 
 +
:* Solution-2: The problem in the offending plugin has to be resolved by the author.  In the meantime, you have to identify the offending plugin(s) and remove from your "load order".  Please see the '[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Clean_Saves Clean Saves]' section of the wiki "[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice]" article.
 +
 
 +
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
 +
 
 +
<span id="Issue: Invisible Companion"></span>
 +
 
 +
=== Issue - Invisible Companion ===
 +
A companion has suddenly gone "invisible" in the game, and nothing seems to make them visible again.  Their marker appears on the Pipboy map, but they do not seem to physically be there upon traveling to that location.
 +
 
 +
* Cause: Unknown, but the situation has been reported to occur before.
 +
:* Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
 +
::* Travel to the companion's location so your character is near them.
 +
::* Open the in-game console (default is the < ~ > key).
 +
:::* < Click > on the companion. This is all that is needed. Note this will display an 8 character "Ref-ID" above them, which you will need to remember.
 +
::* Enter the console command: "prid <Ref-ID>" and < Enter >, but without the quotes (where "Ref-ID" is what you noted for the companion in the previous step).
 +
::* Now enter: "disable" and < Enter >.
 +
::* Follow with "enable" and < Enter >.
 +
:: This sequence should make the companion visible again.
 +
 
 +
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
 +
 
 +
:* Solution-1c: If "Solution-1a" doesn't work and "Solution-1b" is not really feasible and you prefer to live with the consequences, try "resurrecting" the companion.  They may end up without their current inventory: losing everything you gave them to carry and reverting to their starting equipment.  It might also interfere with some of their quests as well, which is why it's the least preferred solution.  Follow the same basic process with the commands:
 +
::* "prid <Ref-ID>"
 +
::* "kill"
 +
::* "resurrect"
 +
::* "disable"
 +
::* "enable"
 +
:: This may require you to "re-hire" the companion and reset it's "companion command options".
 +
 
 +
<span id="Issue: InvisibleCorpses"></span>
 +
=== Issue - Invisible Corpses ===
 +
Symptoms: Any type of preplaced corpses in game (regardless if it's from primary ESMs for the game, edited ones, or even entirely new preplaced corpses from mods) turn entirely invisible and have no physical form to interact with, but can still be opened/searched as a container.
 +
 
 +
* Cause: The mod [https://www.nexusmods.com/newvegas/mods/66514?tab=description Slow Death] (file "(Animation)_Slow_Death.esp") has been confirmed to be at least one cause.
 +
:* Solution:  Remove the mod.  (It has been suggested the likely culprit for this issue is the 'SlowDeathBEScript' script, but not confirmed.)  This mod is based upon another ([http://www.nexusmods.com/newvegas/mods/60201 Near Death]) which might serve as an alternative.
 +
 
 +
<span id="Issue: LightingExteriors"></span>
 +
 
 +
=== Issue - Lighting - Exteriors at night ===
 +
Symptoms: Walls and ground textures seem to strangely disappear and re-appear from close view at night.  This might appear to be due to a missing or fading texture.
 +
 
 +
* Cause: FNV has a known "lighting problem " due to the game engine being limited to a maximum of 4 lights per exterior cell.  This causes lights suddenly disappearing, terrain not lighting properly, random polygons going unlit, etc..
 +
:* Solution: The mod [https://www.nexusmods.com/newvegas/mods/69833 Improved Lighting Shaders] fixes the shading code to work with up to 13 light slots, and also includes 28 re-assembled shaders that make full use of them.<br>
 +
:: In other words this pretty much gets rid of the lighting bug, and your Pip-Light can shine brightly without interfering with other lights!<br>
 +
:: Lights besides the Pip-Light are also improved: no more lights disappearing/reappearing depending on your camera position, or lines appearing when a light crosses cells - lights will now almost always remain lit if they're active!<br>
 +
:: ENB Users: Please note the "sticky" at the top of the comments page.
 +
 
 +
=== Issue - Lighting - Mod makes the Sun too bright off surfaces ===
 +
[Formerly "Issue - Mod makes the Sun too bright off surfaces".]
 +
 
 +
Symptom: Note this is not "sun glare", which is when you look directly at the sun in game.
 +
Be aware that there is a "light dome effect" around the New Vegas strip which is quite visible from a distance at night.  Daylight surfaces within this dome area are blindingly bright from some angles on default settings.  This appears to be by design.
 +
 
 +
* Cause-1: Lighting mods make adjustments to various lighting values, resulting in uncomfortably bright reflections off some surfaces.  Sometime these are by way of tweaks to the INI file, and sometimes controlled "in-game".
 +
 
 +
:* Solution-1a: Only use one lighting mod for exteriors, and one for interiors.  Read their documentation carefully for recommendations on where to position them in your load order.
 +
:: Some mods intend you to use hats and sunglasses to mitigate the effect.  Changing the facing direction may also have an effect.
 +
:: INI tweaks depend upon which surfaces and where they are located.  See the [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV) for the effects of particular settings.
 +
 
 +
:* Solution-1b: The mod [http://www.nexusmods.com/newvegas/mods/51577/? Dynavision 3] incorporates (saving a plugin slot) [http://www.nexusmods.com/newvegas/mods/39619/? The Imaginator] which "allows you to separately control visual elements like Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu". Dynavision 3 now works with UIO instead of requiring it's own installer.
 +
:: This is a recommended alternative to ENB and other "post-processors".  However, Dynavision has a persistent and annoying bug which frequently causes NPCs to go invisible.  Some people recommend using the older "Dynavision 2" + "Imaginator" instead, but the same "invisible NPCs" bug was reported with it.  A patch file to fix this issue in "Dynavision 3" was posted in mid 2016, but there are no comments regarding how effective it is.
 +
 
 +
:* Solution-1c: INI Lighting tweaks.  The following is derived from the [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
 +
::* [View Distance] (Page 7)
 +
::: Specularity Fade: This slider controls how shiny reflective surfaces appear to be. In practice the only obvious impact of changing this setting is that some metallic objects will lose their shine.  However you can also manually adjust the value of this setting by editing the INI "fSpecularLODStartFade" variable, and if you want to disable specularity altogether, either to further boost performance, or if you believe the game world is too shiny, then see the "bDoSpecularPass" variable covered on page 9.
 +
::* [Display] (Page 7)
 +
::: Brightness: This gamma slider controls how bright or dark the overall screen image will be. Adjust it so that at night the image is visible but not washed out. It has no impact on performance, so set to suit your taste. If you need to increase gamma to be much brighter than the maximum on the slider allows (e.g. on very old monitors), see the "fGamma"-related variables on page 9.
 +
 
 +
:* Solution-1d: Sometimes "post-processors" like the ENB Series can compensate, though remember that these often impose a penalty upon your "frames per second" (FPS).  The first resort in these cases is often choosing a different "preset", but if you want to adjust settings yourself, see the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENBseries_INI ENBSeries INI Guide] page which "is intended as THE comprehensive reference to the functionality of all parameters found within enbseries.ini as it evolves."  Suggest you start with the "[BLOOM]" and "[REFLECTION]" sections.
 +
:: The [http://www.overclock.net/t/1386086/guides-to-creating-and-customizing-your-enbs Guides to Creating and Customizing Your ENB's] thread is another ENB settings resource.
 +
 
 +
* Cause-2: Your monitor brightness/gamma is too high.
 +
 
 +
:* Solution-2: Use the [http://www.lagom.nl/lcd-test/ LCD monitor test images] web site as reference to adjust your monitor calibration to what you desire.
 +
 
 +
<span id="Issue: Missing textures/walls"></span>
 +
 
 +
=== Issue - Missing textures or walls ===
 +
Entering some locations (e.g. "Hidden valley bunker", "Kings school", and "Camp Golf") the walls appear to be transparent or missing, allowing a view of some elements of the adjacent interior rooms.  Collision still seems to be functioning (the character doesn't fall through the "gray areas" if they are entered).
 +
 
 +
* Cause: Mod conflict
 +
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culprit.  Deactivating it has been reported to correct the issue.
 +
 
 +
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
 +
 
 +
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
 +
 
 +
=== Issue: Naked NPCs ''aka missing armor or inventory'' ===
 +
* Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs.  The problem seems most often when they are supposed to be wearing leather armor.  (This appears to be a problem with "leveled lists".)
 +
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
 +
 
 +
:* Solution-2: Use/rebuild your "merged patch" file.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.  Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
 +
 
 +
:* Solution-3: Just open the console (default "<~>" key), click on the NPC and note it's displayed "Base-ID". Then type "resurrect <Base-ID>" (replacing "<Base-ID>" with the value noted when you clicked on the NPC). The NPC will be correctly refreshed with its gear.  If that doesn't work, try "resetinventory <Base-ID>".
 +
 
 +
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
 +
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
 +
Some NPCs in the game, such as General Oliver & the Holograms & Dean Domino (when you meet him in the theater in Dead Money DLC), make that annoying SHHHH sound & hand gesture.
 +
 
 +
* Cause: This has been traced to the mod [http://www.nexusmods.com/newvegas/mods/43386 Axepriests Face Aches for FNV] by '''SariDecember''', which is a port of the FO3 mod [http://www.nexusmods.com/fallout3/mods/6709 FAFF - Face Aches For Fallout] by '''Axepriest''' (who hasn't been active on Nexus since Feb 2016).  This adds facial expressions to idle animations ("*.kf" files).
 +
:* Solution: The mod is designed only to work with vanilla head meshes and textures, adding "morphs" which reference the data built into the FaceGen TRI files.  (See the "[[Getting_started_creating_mods_using_GECK#FaceGen:_Heads.2C_Faces.2C_Hairs.2C_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]]" section of the wiki "[[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]]" article.)  Either remove the mod, or refer to the FNV and FO3 mod descriptions to attempt to change the morphs associated with the idle animation in question.
 +
 
 +
<span id="Issue: PermanentLimp"></span>
 +
=== Issue - Permanent Limp ===
 +
Symptoms: the Player displays a limp even after having been healed of damage.<br>
 +
If it's an animation, then it's a 'feature' of the game (or some mod); not a bug.  It indicates the Actor has broken a limb.  If it "heals" without the proper treatment, it becomes "permanent".
 +
 
 +
* Cause: With the legs, it's typically from a fall from a height or critical hit to the leg.
 +
 
 +
:* Solution: You need to heal the limb with a "doctor's bag" (which contains a "splint") or by an actual doctor before saving.  (Just healing damage with Stimpacks, etc. won't "set the break".)  Once it has gotten in your "save game" files, it has (for some people) been fixable by reloading the save file during the same "game session" (i.e. not exiting to the desktop).  Others found it necessary to go back to a save prior to the injury.
 +
 
 +
<span id="Issue: Pink teeth/tongue/mouth"></span>
 +
 
 +
=== Issue - Pink teeth or tongue or mouth ===
 +
* Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
 +
:* Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the mod.  This time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).
 +
 
 +
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></span>
 +
=== Issue - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
 +
* Cause: Fallout 3 and New Vegas have a bug when using ''iFPSClamp'' (in the game INI file), causing the hands of NPCs and the player to either become massive, or collapse into themselves.
 +
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF).  The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1ms.  This is an "Unreal Engine" bug which persisted into 2015 (at least).
 +
: As both NVSR and NVTF use the same code for the "64Hz bug", the end result is that you can choose between having a microstutter and no "fingers glitch" or having no microstutter and fingers glitching out. 
 +
: There is no one reliable solution to the problem.  The following "mitigations" have helped people to different extents.
 +
 
 +
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
 +
::* The various "Borderless Window" or "Fake Fullscreen Window" mods (such as "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by virusek) may prevent Vsync issues if you don't have a triple buffered video card. 
 +
:* Mitigation-2: Setting "bManageFPS=0" in NVSR.INI, the "finger glitch" problem is gone, but then stuttering is back.
 +
:* Mitigation-3: Limit your FPS to 60.  If that doesn't help, try using a setting just below that (ie. 57-59).
 +
:* Mitigation-4: Manage your FPS setting in only one location (e.g. NVSR or the INI file, but not both).  If you do have to manage it in more than one location, then ensure you have the same cap in all setting locations.  (There are suggestions about this in the "Causes" under the [[#Issue_-_Game_in_slow_motion|Issue - Game in slow motion]] entry.) 
 +
:: Note there may be different settings for "maximum" and "minimum" FPS.  Setting a "minimum" below 30 causes the render engine into a "slow display mode".
 +
:* Mitigation-5: Others have reported that "drawing a two-handed weapon" or exiting to the desktop and re-loading the game save file have temporarily resolved the "fingers glitch" problem.
 +
:* Mitigation-6: Try a different video driver.
 +
::* Or, an alternative solution to a driver update: Grab [http://www.entechtaiwan.com/ps.htm Powerstrip] and follow simple instructions in [http://gfycat.com/MinorSilentArgusfish this GFY].
 +
 
 +
<span id="Issue: Pip-boy and Terminal screens are all white/blank"></span>
 +
 
 +
=== Issue - Pip-boy and Terminal screens are all white or blank ===
 +
* Cause-1: This is a known game bug.
 +
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
 +
 
 +
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
 +
:* Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folder.  The game will then use the default files in the BSA.
 +
 
 +
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
 +
=== Issue - Playing at greater than 1920x1080 resolution ===
 +
* Cause: By default the game hardware setup options only permit a maximum of 1920x1080 resolution.  This is a factor due to it's age.  It simply didn't know what later advances in screen sizes would establish as standards.
 +
:* Solution-1: In the "FalloutPrefs.ini" file under the "[Display]" section (near the bottom) are two entries where you should specify your desired game screen size to match your default/native monitor resolution:
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 +
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
iSize W=<width in pixels> (i.e. 2560)
 +
iSize H=<height in pixels> (i.e. 1440)
 +
</div>
 +
:: However, these only work if you have the "bFullScreen=1" setting enabled so the game starts in "full screen" mode.  In "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
 +
 
 +
:* Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a '''NVSE''' mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutions.  NVSE knows and can read the INI setting and override the game.  These are reported to do so:
 +
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
 +
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
 +
 
 +
:* Solution-3: If you are using a "post processor" such as ENB, make sure it is not adding some feature like "cinematic bars" to create an effect similar to "letter-boxing" of your display.
 +
 
 +
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
  
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
+
<span id="Issue: Scope zoom distortion problems"></span>
=== Issue: Naked NPCs ''aka missing armor or inventory'' ===
 
* Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs.  The problem seems most often when they are supposed to be wearing leather armor.  (This appears to be a problem with "leveled lists".)
 
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
 
  
:* Solution-2: Use/rebuild your "merged patch" file.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.  Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
+
=== Issue - Scope zoom distortion problems ===
 +
Playing with widescreen (16:9) and high resolution (1920x1080 or higher) and have a problem with scope zooms (white square edges or just edges in the reticle and the scopes have an outstretched circle).
 +
* Cause: Game masking that is automatically applied to scopes.
  
:* Solution-3: Just open the console (default "<~>" key), click on the NPC and note it's displayed "Base-ID". Then type "resurrect <Base-ID>" (replacing "<Base-ID>" with the value noted when you clicked on the NPC). The NPC will be correctly refreshed with its gearIf that doesn't work, try "resetinventory <Base-ID>".
+
* Solution: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
 +
*: Make backups of the INIs before changing them.
 +
:: When you make any changes to the game INI file, remember to change it in all three files: the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini").  Otherwise you tend to lose track of which you actually changed if you have to "verify files", and they may not appear to "take".<br>
  
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
+
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
+
=== Issue - Screen brightness gets darker as the game progresses ===
Some NPCs in the game, such as General Oliver & the Holograms & Dean Domino (when you meet him in the theater in Dead Money DLC), make that annoying SHHHH sound & hand gesture.
+
* Cause-1: Conflict between ENB and SweetFX settings.
  
* Cause: This has been traced to the mod [http://www.nexusmods.com/newvegas/mods/43386 Axepriests Face Aches for FNV] by '''SariDecember''', which is a port of the FO3 mod [http://www.nexusmods.com/fallout3/mods/6709 FAFF - Face Aches For Fallout] by '''Axepriest''' (who hasn't been active on Nexus since Feb 2016). This adds facial expressions to idle animations ("*.kf" files).
+
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
:* Solution: The mod is designed only to work with vanilla head meshes and textures, adding "morphs" which reference the data built into the FaceGen TRI files.  (See the "[[Getting_started_creating_mods_using_GECK#FaceGen:_Heads.2C_Faces.2C_Hairs.2C_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]]" section of the wiki "[[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]]" article.)  Either remove the mod, or refer to the FNV and FO3 mod descriptions to attempt to change the morphs associated with the idle animation in question.
+
:: Make backups of the INIs before changing them.
 +
<blockquote>
 +
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
 +
:    fGamma=1.0000<br>
 +
:    fGammaMax=0.6000<br>
 +
:    fGammaMin=1.4000<br>
 +
<br>
 +
:   The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 +
</blockquote>
  
<span id="Issue: Pink teeth/tongue/mouth"></span>
+
* Cause-2: Don't ignore your monitor's role.  Monitors are like TVs: they react to the ambient light levels in the roomDo not play in a completely dark room.
=== Issue - Pink teeth or tongue or mouth ===
 
* Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
 
:* Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the modThis time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).
 
  
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></span>
+
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
=== Issue - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
+
 
* Cause: Fallout 3 and New Vegas have a bug when using ''iFPSClamp'' (in the game INI file), causing the hands of NPCs and the player to either become massive, or collapse into themselves.
+
:* Amelioration: A mod that gives you more control over lighting in-game: [http://www.nexusmods.com/newvegas/mods/39619/? The IMAGINATOR].  This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF)The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1msThis is an "Unreal Engine" bug which persisted into 2015 (at least).
+
 
: As both NVSR and NVTF use the same code for the "64Hz bug", the end result is that you can choose between having a microstutter and no "fingers glitch" or having no microstutter and fingers glitching out. 
+
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></span>
: There is no one reliable solution to the problem.  The following "mitigations" have helped people to different extents.
+
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
 +
* Cause: Unknown.
 +
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills youThen let the game reload.  Sometimes that can clear oddities.  However, it doesn't address any underlying cause, so it's only useful as a temporary solutionTry to see if you can reproduce a reliable set of circumstances to re-create the problem.
  
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
+
<span id="Issue: Textures randomly change only on particular items"></span>
::* The various "Borderless Window" or "Fake Fullscreen Window" mods (such as "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by virusek) may prevent Vsync issues if you don't have a triple buffered video card. 
+
=== Issue - Textures randomly change only on particular items ===
:* Mitigation-2: Setting "bManageFPS=0" in NVSR.INI, the "finger glitch" problem is gone, but then stuttering is back.
+
* Cause: There is more than one BSA containing the named texture file, but they have different contentThe game does not have any mechanism to deal with this situation, so it randomly grabs the texture from one or the other BSA file.
:* Mitigation-3: Limit your FPS to 60.  If that doesn't help, try using a setting just below that (ie. 57-59).
+
:* Solution-1: Try the simple solution of toggling "ArchiveInvalidation" off-and-then-on again. This should cause any loose file to be used instead of one in a BSA.
:* Mitigation-4: Manage your FPS setting in only one location (e.g. NVSR or the INI file, but not both)If you do have to manage it in more than one location, then ensure you have the same cap in all setting locations.  (There are suggestions about this in the "Causes" under the [[#Issue_-_Game_in_slow_motion|Issue - Game in slow motion]] entry.
 
:: Note there may be different settings for "maximum" and "minimum" FPS.  Setting a "minimum" below 30 causes the render engine into a "slow display mode".
 
:* Mitigation-5: Others have reported that "drawing a two-handed weapon" or exiting to the desktop and re-loading the game save file have temporarily resolved the "fingers glitch" problem.
 
:* Mitigation-6: Try a different video driver.
 
::* Or, an alternative solution to a driver update: Grab [http://www.entechtaiwan.com/ps.htm Powerstrip] and follow simple instructions in [http://gfycat.com/MinorSilentArgusfish this GFY].
 
  
<span id="Issue: Pip-boy and Terminal screens are all white/blank"></span>
+
:* Solution-2: Determine which mods have the different textures.  See [[#Issue:_Find_the_source_mod-index_of_an_object_in-game|Issue: Find the source mod-index of an object in-game]].  Once you have identified the one with your preferred texture, either remove the other offending plugin or extract the preferred texture from the BSA as a "loose file", and toggle "ArchiveInvalidation".
  
=== Issue - Pip-boy and Terminal screens are all white or blank ===
+
<span id="Issue - TTW Centaur Face distortion"></span>
* Cause-1: This is a known game bug.
+
=== Issue - TTW Centaur Face distortion ===
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
+
When playing "Tale of Two Wastelands" (TTW) the Centaur face may appear to stretch off into the distance.
  
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
+
Note: this is very similar to the problem with "B-n-B" bodies discussed under the [[#Issue_-_Body_Replacer_-_Custom_Body_Types|Issue - Body Replacer - Custom Body Types]] entry: having the same issue of differences in "bone attachment points" and "bone weighting".
:* Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folder.  The game will then use the default files in the BSA.
 
  
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
+
* Cause: The TTW version 4.1 of the [http://www.nexusmods.com/newvegas/mods/59147? Ragdolls] mod version of the '''Evolved Centaur''' is missing modifications to the skeleton (armature) and mesh needed to fix dismembermentsThe author is aware of the problem, which will be fixed in releases after 4.1.  In the meantime he suggests the following "workaround".
=== Issue - Playing at greater than 1920x1080 resolution ===
 
* Cause: By default the game hardware setup options only permit a maximum of 1920x1080 resolution.  This is a factor due to it's age.  It simply didn't know what later advances in screen sizes would establish as standards.
 
:* Solution-1: In the "FalloutPrefs.ini" file under the "[Display]" section (near the bottom) are two entries where you should specify your desired game screen size to match your default/native monitor resolution:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap; /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
iSize W=<width in pixels> (i.e. 2560)
 
iSize H=<height in pixels> (i.e. 1440)
 
</div>
 
:: However, these only work if you have the "bFullScreen=1" setting enabled so the game starts in "full screen" mode.  In "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
 
  
:* Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a '''NVSE''' mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutionsNVSE knows and can read the INI setting and override the game.  These are reported to do so:
+
:* Workaround "fix" for v4.1 (TTW): Install or unpack the Ragdolls TTW mod as usual, goto under the "meshes | creatures | centaur" folder, and delete "skeletonevolved.nif" file(You may want to repackage the "Ragdolls TTW" archive so that file is not later re-installed by accident.) Then toggle "ArchiveInvaliation" off-and-then-on again.
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
 
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
 
  
:* Solution-3: If you are using a "post processor" such as ENB, make sure it is not adding some feature like "cinematic bars" to create an effect similar to "letter-boxing" of your display.
+
<span id="Issue: StuckIMOD"></span>
 +
=== Issue - Visual special effect (IMOD) stuck ===
 +
Some visual effect (such as "Cateye", "HUD Shudder", or "chem" induced blur) won't wear off or go away.
  
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
+
* Cause: An "[http://geckwiki.com/index.php?title=ImageSpace_Modifier imagespace modifier]" (IMOD) remains in effect.
 +
:* Solution: The console command "[http://geckwiki.com/index.php?title=RemoveImageSpaceModifier rimod <imodID>]" will remove the specified IMOD.  The mod "[http://www.nexusmods.com/newvegas/mods/69096 Clear Imagespace Modifiers BAT file]" is a console "bat" file containing that command for all of the vanilla IMOD effects to clear them all at once.
  
<span id="Issue: Scope zoom distortion problems"></span>
+
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
  
=== Issue - Scope zoom distortion problems ===
+
===Issue - Weapons or Fists are displayed off-center in 1st Person===
Playing with widescreen (16:9) and high resolution (1920x1080 or higher) and have a problem with scope zooms (white square edges or just edges in the reticle and the scopes have an outstretched circle).
+
3rd Person view displays correctly.
* Cause: Game masking that is automatically applied to scopes.
+
* Cause: This is the result of a bug with the mod "A Familiar Friend", or with "Readius PipBoy" mods.
  
* Solution:  add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
+
* Solution: Uninstall and start a new game. It's hard to get the bug out of an existing game.  If you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
*: Make backups of the INIs before changing them.
 
:: When you make any changes to the game INI file, remember to change it in all three files: the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini")Otherwise you tend to lose track of which you actually changed if you have to "verify files", and they may not appear to "take".<br>
 
  
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
+
<span id="Issue: Win10 Blurry/small text/icons"></span>
=== Issue - Screen brightness gets darker as the game progresses ===
+
=== Issue - Win10 Blurry or small text or icons ===
* Cause-1: Conflict between ENB and SweetFX settings.
+
The problem may be particularly apparent with "install programs".
 +
* Cause: This problem occurs on high-PPI resolution monitors and TVs (such as "Full HD" 1920x1080 and 4K-UHD 3840x2160 or higher resolutions).  Windows 10 introduced a solution called "High DPI Scaling", but earlier versions of the OS do not have the same capability because such displays were not in common use at the time.
 +
: (The terms "DPI" and "PPI" are often used interchangeably but actually have different technical meanings: DPI (Dots Per Inch) is correctly used for "scan" output in "dots" such as printers and analog displays, while PPI (Pixels Per Inch) is used for output in very small fixed sized "picture elements" ''aka "[http://en.wikipedia.org/wiki/Pixel_density pixels]"''.)
  
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
+
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programs.  You may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
:: Make backups of the INIs before changing them.
 
<blockquote>
 
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
 
:    fGamma=1.0000<br>
 
:    fGammaMax=0.6000<br>
 
:    fGammaMin=1.4000<br>
 
<br>
 
:    The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 
</blockquote>
 
  
* Cause-2: Don't ignore your monitor's roleMonitors are like TVs: they react to the ambient light levels in the room. Do not play in a completely dark room.
+
:* Solution-1b: If you have a multiple monitor setup, then you want to use "individual display scaling"Also see the [http://www.pcworld.com/article/2953978/displays/use-windows-10s-individual-display-scaling-to-perfect-your-multi-monitor-setup.html Use Windows 10's individual display scaling to perfect your multi-monitor setup] article in that instance.
  
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
+
:* Solution-1c: There are other built-in Win10 tools you can use to "fine tune" your display.  See the [http://www.cnet.com/how-to/6-display-settings-you-should-be-using-in-windows-10/ 6 display settings you should be using in Windows 10] article if the above is not sufficient to your needs or you want the best possible results.
  
:* Amelioration: A mod that gives you more control over lighting in-game: [http://www.nexusmods.com/newvegas/mods/39619/? The IMAGINATOR].  This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.
+
<span id="Issue: Win10 Screen tearing in "Borderless Windowed Mode""></span>
  
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></span>
+
===Issue - Win10 Screen tearing in ''Borderless Windowed Mode''===
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
+
Based upon this [http://www.reddit.com/r/pcgaming/comments/6ukc1z/tip_disable_full_screen_optimizations/ Reddit thread]
* Cause: Unknown.
+
* Cause: Apparently, Win10 "Full Screen Optimizations" setting is enabled by default in Win10 since the Anniversary Update.  It basically forces a game to run in "borderless fullscreen mode" (even if you selected "fullscreen mode" in the game's options) making the game stutter more, frametimes more variable, and there may be some performance loss.
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills you. Then let the game reloadSometimes that can clear oddities. However, it doesn't address any underlying cause, so it's only useful as a temporary solutionTry to see if you can reproduce a reliable set of circumstances to re-create the problem.
+
: It is not putting games into standard "Fullscreen Windowed/Borderless Mode". It's a new presentation mode that is intended to combine the best of both "Windowed" and "Fullscreen Exclusive Mode". Before the Windows 10 Creator's Update, it was exclusive to DX12 UWP apps. Now there are 80+ non-UWP, non-DX12 games which support it.
 +
: "Standard Fullscreen Windowed Mode" passes everything through the ''desktop compositor'' which forces "triple-buffered V-Sync" to be used, and adds a frame of latencyThis new presentation mode can bypass the ''compositor'', reducing latency and allowing you to disable "V-Sync". At the same time, it enables fast <Alt+Tab>ing if there's no display mode switching.
 +
: "Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the ''compositor'' and disable "V-Sync".
 +
: It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
 +
:* Solution-1: Disable Win10 "Full Screen Optimizations".
 +
:: Here's how to disable it by default: '''Windows Settings | Gaming | Game Bar'''The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
 +
:: Either that or you can do it individually in each game's properties.
 +
:* Related commentary:
 +
:: It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a ''fullscreen'' game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of ''borderless'' to ''fullscreen'' that they'd also make ICC profiles work in ''fullscreen''. But no, they make it even worse in that aspect.
 +
:: This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.
  
<span id="Issue: Textures randomly change only on particular items"></span>
+
<span id="Issue: Wounds don't appear on Actors"></span>
=== Issue - Textures randomly change only on particular items ===
+
=== Issue - Wounds do not appear on Actors ===
* Cause: There is more than one BSA containing the named texture file, but they have different content.  The game does not have any mechanism to deal with this situation, so it randomly grabs the texture from one or the other BSA file.
+
After installing a Body, Armor, or Skin replacement mod, wound decals no longer appear on most enemies. When they do appear, it's only on the legs. This happens with non-humanoid NPCs like Bighorners as well.  The wound decals are supposed to come from mods like [http://www.nexusmods.com/newvegas/mods/57113/ IMPACT] and [http://www.nexusmods.com/newvegas/mods/34917/ Enhanced Blood Textures].
:* Solution-1: Try the simple solution of toggling "ArchiveInvalidation" off-and-then-on again. This should cause any loose file to be used instead of one in a BSA.
 
  
:* Solution-2: Determine which mods have the different texturesSee [[#Issue:_Find_the_source_mod-index_of_an_object_in-game|Issue: Find the source mod-index of an object in-game]]. Once you have identified the one with your preferred texture, either remove the other offending plugin or extract the preferred texture from the BSA as a "loose file", and toggle "ArchiveInvalidation".
+
* Cause: The problem lies within NIF files for armors/outfits and creaturesEach NIF has to be modified so that the main armor/creature ''NiTriStrips'' (or shapes) appear above all other ''NiTriStrips'' (like ''gore caps'' ) in the tree. Only then will decals appear correctly.
  
<span id="Issue - TTW Centaur Face distortion"></span>
+
: It's a HUGE amount of work because of the number of faulty armors (just vanilla; not including modded ones like "Type3" and "Roberts"), because sometimes you'll need to join meshes via a texture editor such as '''Blender''' in order to reduce the number of ''NiTri''s as only the FIRST 2-3 mesh shapes are used for decal placement.  By default, ''gore cap'' meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
=== Issue - TTW Centaur Face distortion ===
 
When playing "Tale of Two Wastelands" (TTW) the Centaur face may appear to stretch off into the distance.
 
  
Note: this is very similar to the problem with "B-n-B" bodies discussed under the [[#Issue_-_Body_Replacer_-_Custom_Body_Types|Issue - Body Replacer - Custom Body Types]] entry: having the same issue of differences in "bone attachment points" and "bone weighting".
+
:* Solution-1a: [http://forums.nexusmods.com/index.php?/topic/6044613-wounds-not-appearing-on-npcs/#entry54108463 Example] of corrected NIF files, explained by '''KiCHo666''':
 +
<blockquote>
 +
I joined all gore caps into one mesh (1 for torso caps, 1 for limb caps), joined all possible armor parts into one via Blender ('''Outfit1''' and '''Outfit2''' were separated because they use different texture paths.) and then reordered them via [http://niftools.sourceforge.net/wiki/NifSkope Nifskope].
 +
"Arms" mesh need to be separated for arms to appear in first person view.
 +
PipboyOn/Off are replacement meshes used when NPC has Pipboy equipped.<br>
  
* Cause: The TTW version 4.1 of the [http://www.nexusmods.com/newvegas/mods/59147? Ragdolls] mod version of the '''Evolved Centaur''' is missing modifications to the skeleton (armature) and mesh needed to fix dismemberments.  The author is aware of the problem, which will be fixed in releases after 4.1.  In the meantime he suggests the following "workaround".
+
After all that, wounds appear correctly in the game.<br>
  
:* Workaround "fix" for v4.1 (TTW): Install or unpack the Ragdolls TTW mod as usual, goto under the "meshes | creatures | centaur" folder, and delete "skeletonevolved.nif" file. (You may want to repackage the "Ragdolls TTW" archive so that file is not later re-installed by accident.) Then toggle "ArchiveInvaliation" off-and-then-on again.
+
However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.<br>
  
<span id="Issue: StuckIMOD"></span>
+
A friend here on '''Nexus''', '''VWgolfR1''', told me about that. So give kudos to him!</blockquote>
=== Issue - Visual special effect (IMOD) stuck ===
 
Some visual effect (such as "Cateye", "HUD Shudder", or "chem" induced blur) won't wear off or go away.
 
  
* Cause: An "[http://geckwiki.com/index.php?title=ImageSpace_Modifier imagespace modifier]" (IMOD) remains in effect.
+
:* Solution-1b: ''No gore'' was a problem that was reported in the [http://www.nexusmods.com/newvegas/mods/35047/ Bouncing Natural Breasts] mod commentsOne solution is to use a "gore compatible" texture replacer like [http://www.nexusmods.com/newvegas/mods/34702/? Beware of Girl Type 3 HiRez HiDetailed Replacer].
:* Solution: The console command "[http://geckwiki.com/index.php?title=RemoveImageSpaceModifier rimod <imodID>]" will remove the specified IMODThe mod "[http://www.nexusmods.com/newvegas/mods/69096 Clear Imagespace Modifiers BAT file]" is a console "bat" file containing that command for all of the vanilla IMOD effects to clear them all at once.
 
  
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
+
<span id="Solutions to Mesh (Red "!" icon) or Texture (solid color) problems"></span>
 +
==Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems==
  
===Issue - Weapons or Fists are displayed off-center in 1st Person===
+
<span id="Issue: What are these ''Red "!" kite '' icons in the game?"></span>
3rd Person view displays correctly.
+
=== Issue - What are these -Red Kite- icons in the game ===
* Cause: This is the result of a bug with the mod "A Familiar Friend", or with "Readius PipBoy" mods.
+
This Red irregular "kite shaped" hexagon with a white "!" icon is the "missing mesh" indicator.
  
* Solution: Uninstall and start a new game.  It's hard to get the bug out of an existing gameIf you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
+
* Cause-1: You added meshes as "loose files" that replace the vanilla versions in the BSA files, but the game engine doesn't realize it needs to use them instead.
 +
:* Solution-1: Toggle "ArchiveInvalidation" off-and-on again in your mod managerThis is discussed in detail in the[[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.
  
<span id="Issue: Win10 Blurry/small text/icons"></span>
+
* Cause-2: Your load order is not sorted correctly.
=== Issue - Win10 Blurry or small text or icons ===
+
:* Solution-2a: Check that you have the vanilla game and Official DLC ESM files in the correct sequence. Please see the "Vanilla "Load Order" section of the [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] article.
The problem may be particularly apparent with "install programs".
 
* Cause: This problem occurs on high-PPI resolution monitors and TVs (such as "Full HD" 1920x1080 and 4K-UHD 3840x2160 or higher resolutions).  Windows 10 introduced a solution called "High DPI Scaling", but earlier versions of the OS do not have the same capability because such displays were not in common use at the time.
 
: (The terms "DPI" and "PPI" are often used interchangeably but actually have different technical meanings: DPI (Dots Per Inch) is correctly used for "scan" output in "dots" such as printers and analog displays, while PPI (Pixels Per Inch) is used for output in very small fixed sized "picture elements" ''aka "[http://en.wikipedia.org/wiki/Pixel_density pixels]"''.)
 
  
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programs. You may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
+
:* Solution-2b: Use [http://loot.github.io/ LOOT] to sort your "load order".  Like most automated tools, LOOT is not 100% accurate; yet it is infinitely better at determining a correct load order for a large number of mods than anything other than manually examining each mod in an editor like [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] (a generic tool called 'xEdit' which is renamed for working with specific games) and building such an order by hand (each time you add or remove a mod). (There is a FNVEdit Training Manual specific to both FO3 and FNV.) LOOT works by examining the file header of each plugin and working out all the records each modifies, and determines the relationships between those mods. For the beginning mod user, it is essential to resolve most fatal mod conflict problems. LOOT does provide the "metadata" mechanism that allows you to customize it's sorting to preserve such adjustments as you determine necessary. Read it's documentation to exploit all of it's capabilities.
 +
{{xEdit Exclusivity}}
  
:* Solution-1b: If you have a multiple monitor setup, then you want to use "individual display scaling".  Also see the [http://www.pcworld.com/article/2953978/displays/use-windows-10s-individual-display-scaling-to-perfect-your-multi-monitor-setup.html Use Windows 10's individual display scaling to perfect your multi-monitor setup] article in that instance.
+
* Cause-3: Different texture/mesh replacement mods can conflict with each other.  The "install order" can be the cause of the "missing mesh" indicator suddenly appearing, especially where things had been fine before adding the new mod.
 +
:* Solution-3a: Be sure you are using compatible meshes and textures.  See "Body Replacement Basics" in the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.
  
:* Solution-1c: There are other built-in Win10 tools you can use to "fine tune" your display.  See the [http://www.cnet.com/how-to/6-display-settings-you-should-be-using-in-windows-10/ 6 display settings you should be using in Windows 10] article if the above is not sufficient to your needs or you want the best possible results.
+
:* Solution-3b: As a general rule, install replacement mods that predominately affect the "background" on the horizon or mountains first, then those that affect the mid-ground (like billboards and trees/flora), with those affecting things you normally don't see well until in the mid- to foreground (like creatures) last.  Some experimentation with the "install order" may be necessary.
 +
:: Remember that "view while distant" (VWD) ''objects'' require "_far.nif" files and rebuilding of the ".lod" quadrants for ''landscapes'' with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after updating the "load order".  See the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB "TESTG: VWD/LOD Overview"] page to understand the issues and for details on resolving them.
  
<span id="Issue: Win10 Screen tearing in "Borderless Windowed Mode""></span>
+
* Cause-4: The path to the mesh and/or texture file must be in "relative" format to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\textures\<SpecificSubFolderPath>").
 +
:* Solution-4: See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]].
  
===Issue - Win10 Screen tearing in ''Borderless Windowed Mode''===
+
<span id="Issue: What's with these ''Solid Green'' billboard signs in the distance (LOD)?"></span>
Based upon this [http://www.reddit.com/r/pcgaming/comments/6ukc1z/tip_disable_full_screen_optimizations/ Reddit thread]
 
* Cause:  Apparently, Win10 "Full Screen Optimizations" setting is enabled by default in Win10 since the Anniversary Update.  It basically forces a game to run in "borderless fullscreen mode" (even if you selected "fullscreen mode" in the game's options) making the game stutter more, frametimes more variable, and there may be some performance loss.
 
: It is not putting games into standard "Fullscreen Windowed/Borderless Mode". It's a new presentation mode that is intended to combine the best of both "Windowed" and "Fullscreen Exclusive Mode".  Before the Windows 10 Creator's Update, it was exclusive to DX12 UWP apps. Now there are 80+ non-UWP, non-DX12 games which support it.
 
: "Standard Fullscreen Windowed Mode" passes everything through the ''desktop compositor'' which forces "triple-buffered V-Sync" to be used, and adds a frame of latency.  This new presentation mode can bypass the ''compositor'', reducing latency and allowing you to disable "V-Sync". At the same time, it enables fast <Alt+Tab>ing if there's no display mode switching.
 
: "Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the ''compositor'' and disable "V-Sync".
 
: It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
 
:* Solution-1: Disable Win10 "Full Screen Optimizations".
 
:: Here's how to disable it by default: '''Windows Settings | Gaming | Game Bar'''.  The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
 
:: Either that or you can do it individually in each game's properties.
 
:* Related commentary:
 
:: It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a ''fullscreen'' game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of ''borderless'' to ''fullscreen'' that they'd also make ICC profiles work in ''fullscreen''. But no, they make it even worse in that aspect.
 
:: This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.
 
  
<span id="Issue: Wounds don't appear on Actors"></span>
+
=== Issue - What is with these ''Solid Green'' billboard signs in the distance ''aka LOD'' ===
=== Issue - Wounds do not appear on Actors ===
+
* Cause: The underlying problem is how the game handles distant 2D objects generally called "trees" or "billboards".<br>
After installing a Body, Armor, or Skin replacement mod, wound decals no longer appear on most enemies. When they do appear, it's only on the legs. This happens with non-humanoid NPCs like Bighorners as well. The wound decals are supposed to come from mods like [http://www.nexusmods.com/newvegas/mods/57113/ IMPACT] and [http://www.nexusmods.com/newvegas/mods/34917/ Enhanced Blood Textures].
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">LOD in general is what you see in the distance, beyond the '''uGridsToLoad''' setting value. Bethesda uses static LOD which means that LOD information is prebuilt and doesn't change when mods modify objects in game. Some mods include updated LOD files to address this issue, but they are rare and usually incompatible with each other and require compatibility patches of their own. Those LOD files are generated with GECK which is quite complex procedure unaccessible by majority of users. [http://www.nexusmods.com/skyrim/mods/62698/? TES5LODGen/xLODGen] (the latest version just needs to be renamed to what your game is expecting) tries to address this issue by providing a simple one-click automated LOD files generation for the current load order of user, taking in account all mods that have content visible from distance.<br>-(Source: xLODGen description.)</div>
  
* Cause: The problem lies within NIF files for armors/outfits and creaturesEach NIF has to be modified so that the main armor/creature ''NiTriStrips'' (or shapes) appear above all other ''NiTriStrips'' (like ''gore caps'' ) in the tree. Only then will decals appear correctly.
+
:: The game engine treats distant 2D "vegetation trees" and "sign billboards" identically beyond the immediate foreground as "level of detail"(LOD) distant "tree" objects.  The resulting "images" collectively make up "billboards" which are combined into an "atlas".  '''xLODGen''' can combine billboards from different mods into new atlases when you select the "Trees LOD" option.  When you run '''xLODGen''' after updating the "load order", it will replace any missing "billboard" LOD textures to this "solid green" color during LOD generation.  It also lists these "missing" textures in the xLODGen log file.
  
: It's a HUGE amount of work because of the number of faulty armors (just vanilla; not including modded ones like "Type3" and "Roberts"), because sometimes you'll need to join meshes via a texture editor such as '''Blender''' in order to reduce the number of ''NiTri''s as only the FIRST 2-3 mesh shapes are used for decal placement.  By default, ''gore cap'' meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
+
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
:* Solution-1a: [http://forums.nexusmods.com/index.php?/topic/6044613-wounds-not-appearing-on-npcs/#entry54108463 Example] of corrected NIF files, explained by '''KiCHo666''':
+
background-color:#333333;padding:3px;
<blockquote>
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
I joined all gore caps into one mesh (1 for torso caps, 1 for limb caps), joined all possible armor parts into one via Blender ('''Outfit1''' and '''Outfit2''' were separated because they use different texture paths.) and then reordered them via [http://niftools.sourceforge.net/wiki/NifSkope Nifskope].
+
">"Atlas" means that there are several separate images located inside a single image. Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in [game] for all trees is performance friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces [in the Gamebryo engine].<br>-(Source: xLODGen description, edited from game specific for more generic purposes.  See the game specific version download pages of '''xLODGen''' as to specific differences.)</div>
"Arms" mesh need to be separated for arms to appear in first person view.
 
PipboyOn/Off are replacement meshes used when NPC has Pipboy equipped.<br>
 
 
 
After all that, wounds appear correctly in the game.<br>
 
 
 
However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.<br>
 
 
 
A friend here on '''Nexus''', '''VWgolfR1''', told me about that. So give kudos to him!</blockquote>
 
 
 
:* Solution-1b: ''No gore'' was a problem that was reported in the [http://www.nexusmods.com/newvegas/mods/35047/ Bouncing Natural Breasts] mod comments.  One solution is to use a "gore compatible" texture replacer like [http://www.nexusmods.com/newvegas/mods/34702/? Beware of Girl Type 3 HiRez HiDetailed Replacer].
 
 
 
<span id="Solutions to Mesh (Red "!" icon) or Texture (solid color) problems"></span>
 
==Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems==
 
 
 
<span id="Issue: What are these ''Red "!" kite '' icons in the game?"></span>
 
=== Issue - What are these -Red Kite- icons in the game ===
 
This Red irregular "kite shaped" hexagon with a white "!" icon is the "missing mesh" indicator.
 
 
 
* Cause-1: You added meshes as "loose files" that replace the vanilla versions in the BSA files, but the game engine doesn't realize it needs to use them instead.
 
:* Solution-1: Toggle "ArchiveInvalidation" off-and-on again in your mod manager.  This is discussed in detail in the[[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.
 
 
 
* Cause-2: Your load order is not sorted correctly.
 
:* Solution-2a: Check that you have the vanilla game and Official DLC ESM files in the correct sequence.  Please see the "Vanilla "Load Order" section of the [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] article.
 
 
 
:* Solution-2b: Use [http://loot.github.io/ LOOT] to sort your "load order".  Like most automated tools, LOOT is not 100% accurate; yet it is infinitely better at determining a correct load order for a large number of mods than anything other than manually examining each mod in an editor like FNVEdit (a generic tool called 'xEdit' which is renamed for working with specific games) and building such an order by hand (each time you add or remove a mod). (There is a FNVEdit Training Manual specific to both FO3 and FNV.) LOOT works by examining the file header of each plugin and working out all the records each modifies, and determines the relationships between those mods. For the beginning mod user, it is essential to resolve most fatal mod conflict problems. LOOT does provide the "metadata" mechanism that allows you to customize it's sorting to preserve such adjustments as you determine necessary. Read it's documentation to exploit all of it's capabilities.
 
{{xEdit Exclusivity}}
 
 
 
* Cause-3: Different texture/mesh replacement mods can conflict with each other.  The "install order" can be the cause of the "missing mesh" indicator suddenly appearing, especially where things had been fine before adding the new mod.
 
:* Solution-3a: Be sure you are using compatible meshes and textures.  See "Body Replacement Basics" in the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.
 
 
 
:* Solution-3b: As a general rule, install replacement mods that predominately affect the "background" on the horizon or mountains first, then those that affect the mid-ground (like billboards and trees/flora), with those affecting things you normally don't see well until in the mid- to foreground (like creatures) last.  Some experimentation with the "install order" may be necessary.
 
:: Remember that "view while distant" (VWD) ''objects'' require "_far.nif" files and rebuilding of the ".lod" quadrants for ''landscapes'' with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after updating the "load order".  See the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB "TESTG: VWD/LOD Overview"] page to understand the issues and for details on resolving them.
 
 
 
* Cause-4: The path to the mesh and/or texture file must be in "relative" format to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\textures\<SpecificSubFolderPath>").
 
:* Solution-4: See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]].
 
 
 
<span id="Issue: What's with these ''Solid Green'' billboard signs in the distance (LOD)?"></span>
 
 
 
=== Issue - What is with these ''Solid Green'' billboard signs in the distance ''aka LOD'' ===
 
* Cause:  The underlying problem is how the game handles distant 2D objects generally called "trees" or "billboards".<br>
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">LOD in general is what you see in the distance, beyond the '''uGridsToLoad''' setting value. Bethesda uses static LOD which means that LOD information is prebuilt and doesn't change when mods modify objects in game. Some mods include updated LOD files to address this issue, but they are rare and usually incompatible with each other and require compatibility patches of their own. Those LOD files are generated with GECK which is quite complex procedure unaccessible by majority of users. [http://www.nexusmods.com/skyrim/mods/62698/? TES5LODGen/xLODGen] (the latest version just needs to be renamed to what your game is expecting) tries to address this issue by providing a simple one-click automated LOD files generation for the current load order of user, taking in account all mods that have content visible from distance.<br>-(Source: xLODGen description.)</div>
 
 
 
:: The game engine treats distant 2D "vegetation trees" and "sign billboards" identically beyond the immediate foreground as "level of detail"(LOD) distant "tree" objects.  The resulting "images" collectively make up "billboards" which are combined into an "atlas".  '''xLODGen''' can combine billboards from different mods into new atlases when you select the "Trees LOD" option.  When you run '''xLODGen''' after updating the "load order", it will replace any missing "billboard" LOD textures to this "solid green" color during LOD generation.  It also lists these "missing" textures in the xLODGen log file.
 
 
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">"Atlas" means that there are several separate images located inside a single image. Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in [game] for all trees is performance friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces [in the Gamebryo engine].<br>-(Source: xLODGen description, edited from game specific for more generic purposes.  See the game specific version download pages of '''xLODGen''' as to specific differences.)</div>
 
  
 
:: (For more details about this, please see the article [http://www.reddit.com/r/skyrimmods/comments/466vss/the_difference_between_lods_and_billboards/ The difference between LODs and Billboards explained] on Reddit's Skyrim forum.  Note there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.<br>
 
:: (For more details about this, please see the article [http://www.reddit.com/r/skyrimmods/comments/466vss/the_difference_between_lods_and_billboards/ The difference between LODs and Billboards explained] on Reddit's Skyrim forum.  Note there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.<br>
Line 2,921: Line 3,061:
 
:#* The "FF" index means it is a "spawned" character or item, which happens when you place or drop the item to the ground in the game-world.  This ''mod index'' is never that of the "source mod".  It's a "Ref-ID".  (These get included in the save game file.)  You will need to use the NVSE "GBO" or "GBF" command to get it's "Base-ID" which should contain the "mod-index" of the "source mod".
 
:#* The "FF" index means it is a "spawned" character or item, which happens when you place or drop the item to the ground in the game-world.  This ''mod index'' is never that of the "source mod".  It's a "Ref-ID".  (These get included in the save game file.)  You will need to use the NVSE "GBO" or "GBF" command to get it's "Base-ID" which should contain the "mod-index" of the "source mod".
 
:# To determine the source of conflicts:
 
:# To determine the source of conflicts:
:#:* Once you have the Base-ID, load your entire "load order" into FNVEdit, enter the Base-ID you found (e.g. "001735E4") in that field (upper left corner of FNVEdit), press < Enter >, and in the right-hand pane select the "View" tab.  (Note that a "Ref-ID" beginning with "FF" will not work for searching purposes.  You need to determine the "Base-ID" using NVSE "GBO" or "GBF" first.)
+
:#:* Once you have the Base-ID, load your entire "load order" into [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit], enter the Base-ID you found (e.g. "001735E4") in that field (upper left corner of FNVEdit), press < Enter >, and in the right-hand pane select the "View" tab.  (Note that a "Ref-ID" beginning with "FF" will not work for searching purposes.  You need to determine the "Base-ID" using NVSE "GBO" or "GBF" first.)
 
:#:* This will now show you ALL the plugins which touch that record, in the order in which they do so.  The last (right-most) is the one that "wins" the conflicts (red backgrounds) for that record.  All you really need is to see which plugin (column) is the winner.
 
:#:* This will now show you ALL the plugins which touch that record, in the order in which they do so.  The last (right-most) is the one that "wins" the conflicts (red backgrounds) for that record.  All you really need is to see which plugin (column) is the winner.
 
:#:* Note that you cannot use a "Ref-ID" with the "player.additem" console command.  It requires a "Base-ID".
 
:#:* Note that you cannot use a "Ref-ID" with the "player.additem" console command.  It requires a "Base-ID".
Line 2,928: Line 3,068:
  
 
<span id="Issue: Fix a "missing/solid color" texture problem"></span>
 
<span id="Issue: Fix a "missing/solid color" texture problem"></span>
 +
 
=== Issue - Fix a ''missing or solid color'' texture problem ===
 
=== Issue - Fix a ''missing or solid color'' texture problem ===
 
* Cause-1: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
 
* Cause-1: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
Line 3,031: Line 3,172:
 
== Solutions to Miscellaneous problems ==
 
== Solutions to Miscellaneous problems ==
 
Issues that don't fit well into other subject categories.
 
Issues that don't fit well into other subject categories.
 +
 +
<span id="Issue: (Main)PsychEval"></span>
 +
=== Issue - MAIN - Doc's Psych Eval gives wrong tag skill ===
 +
: Thanks to '''Shadyfan4500''' of the Nexus "Fallout New Vegas Discussion" forum for identifying and researching the problem.
 +
 +
Symptoms:  Despite carefully tailoring the '''Vigor Testor''' "psych eval" answers to get specific "tag" skills, there is always one unanticipated skill "tagged", such as ''Lockpick'' even though there are only three answers that should "tag" it.
 +
 +
* Cause: In the ''VCG01Test'' quest (the in-game code related to the psych eval) is the script that controls what happens as a result of the dialogue. The script has three skill pools, and guarantees a player gets at least 1 tagged "combat" pool skill and 1 tagged "gate-opener" pool skill. Among the "gate-opener" skills are ''Science, Lockpicking, Speech,'' and ''Barter''. Regardless of the other answer options you chose, you will get one of the skills from each of those two pools tagged if none were chosen.
 +
:* Solution:  Functioning as intended by the developers.  Use a "cheat" tool (such as  "[https://www.nexusmods.com/newvegas/mods/49152 Fallout NV Cheat Terminal Redux]") to change the result to what you want instead.
  
 
<span id="Issue: (Main)JoeCobbExplosion"></span>
 
<span id="Issue: (Main)JoeCobbExplosion"></span>
 +
 
=== Issue - MAIN - Goodsprings quest ''Ghost Town Gunfight'' - Joe Cobb explodes ===
 
=== Issue - MAIN - Goodsprings quest ''Ghost Town Gunfight'' - Joe Cobb explodes ===
 
: Thanks to '''TheCrimsonCommando''' of the Nexus "Fallout New Vegas Mod Troubleshooting" forum for identifying and researching the problem.
 
: Thanks to '''TheCrimsonCommando''' of the Nexus "Fallout New Vegas Mod Troubleshooting" forum for identifying and researching the problem.
Line 3,428: Line 3,579:
  
 
:* Solution-1: At least one report has determined that the "[http://www.nexusmods.com/newvegas/mods/56270 Vanessa]" companion mod by '''GePalladium''' can cause her "GOODBYE" response to override all others.  Removing the mod resolved the problem.
 
:* Solution-1: At least one report has determined that the "[http://www.nexusmods.com/newvegas/mods/56270 Vanessa]" companion mod by '''GePalladium''' can cause her "GOODBYE" response to override all others.  Removing the mod resolved the problem.
 +
 +
<span id="Issue: AllScriptsRecompiled"></span>
 +
=== Issue - All Scripts Recompiled Warning ===
 +
: Thanks to '''wfandrews''' and '''LStewieAL''' of the Nexus "New Vegas Technical Support Forum" for identifying and investigating this issue.
 +
: Symptoms: A "Command Prompt" Window appears to flash briefly with the message:<br>
 +
<p style="margin:0px 10px 10px 30px; color: red; background-color:#fff5f5;">"Warning!<br>
 +
< some plugin name > has recompiled all scripts. This is dangerous to your save game. Quit and remove the mod from your load order or clean it of ITMs using [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit]."</p>
 +
: This message may also appear in a NVSE logfile.
 +
 +
* Cause: The warning has been confirmed to be from "[https://www.nexusmods.com/newvegas/mods/66347 lStewieAl's Tweaks]" versions 5.20 and later.  It is based upon detecting the named plugin is overwriting two unused vanilla scripts no mod should be touching, which are used to determine this is the likely condition.
 +
 +
: When someone uses the GECK Script Editor command to "recompile all scripts", it causes EVERY script currently loaded into the GECK (all from vanilla and DLC and any mods) to be recompiled and included in the modified plugin which is currently "active".  While that might initially seem to not be a "bad thing", it means that every other identical preceding loaded script file (including those of the vanilla game) gets overridden by that plugin and will cause problems as those scripts will now have the ''mod index'' of the modified plugin instead of the originals, which will cause errors for everything referencing them.  The problem won't be within that mod, but in everything else: breaking them all.  NO MOD AUTHOR SHOULD USE THIS COMMAND but many are not aware of why.  There is no internal GECK warning associated with the command.
 +
 +
:: Known instances:
 +
::* [https://www.nexusmods.com/newvegas/mods/37530 Extended Repair Kits] v1.02 by '''vivanto'''. 
 +
 +
:* Solution-1a: Inform the mod author and do not use the mod until it is resolved.
 +
:* Solution-1b: If you want to ignore the error and are willing to risk later save file corruption, you can add to "nvse_stewie_tweaks.ini" file:
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
[INI]<br>
 +
bShowRecompiledAllScriptsWarning = 0
 +
</div>
 +
  
 
<span id="Issue: Can Timescale adjustments break certain quests, etc.?"></span>
 
<span id="Issue: Can Timescale adjustments break certain quests, etc.?"></span>
Line 3,584: Line 3,758:
 
::: [ScreenSplatter]
 
::: [ScreenSplatter]
 
::: bScreenSplatterEnabled=0</pre>
 
::: bScreenSplatterEnabled=0</pre>
 +
 +
<span id="Issue: DyingRedTMP"></span>
 +
=== Issue - Dying with red TMP displayed ===
 +
Symptoms: The letters "TMP" have appeared in red on the right hand of the HUD screen.  Every time this occurs, character loses 5 or 6 HP.  Also, keeps getting sleep deprivation even though "Hardcore mode" is not on.
 +
 +
* Cause: The mod "[https://www.nexusmods.com/newvegas/mods/35998 Nevada Skies - Weather Effects]" prior to version "Final" (04 Oct 2020) had a feature called "Frostfall" that could be enabled in the "Mod Configuration Menu (MCM)". The "Frostfall" setting adds a 'heat stroke'/hypothermia function to the game; switching on "Hardcore Mode" in the process (even if it says it's off in the settings menu).
 +
:: "TMP" = Temperature
 +
: The "Frostfall" feature was cut because it was never finished and the author has stopped working on the mod.
 +
 +
:* Solution:  Shut off the "Frostfall" setting in the MCM, or upgrade to the "Final" version which removes the feature.
  
 
<span id="Issue: FACTION - Still attacks even after reputation is "Idolized""></span>
 
<span id="Issue: FACTION - Still attacks even after reputation is "Idolized""></span>
 +
 
=== Issue - FACTION - Still attacks even after reputation is ''Idolized'' ===
 
=== Issue - FACTION - Still attacks even after reputation is ''Idolized'' ===
 
This applies when any large number of NPCs (who are probably in the same Faction) are suddenly not acting as expected.<br>
 
This applies when any large number of NPCs (who are probably in the same Faction) are suddenly not acting as expected.<br>
Line 3,707: Line 3,892:
  
 
* Cause: The "Navmesh" (NAVM) records have been altered and the "Navmesh Map Info" still contains the "bad" record information.
 
* Cause: The "Navmesh" (NAVM) records have been altered and the "Navmesh Map Info" still contains the "bad" record information.
:* Solution: Make a backup of the plugin you are going to attempt to fix, then open it in '''FNVEdit (xEdit)''', navigate down to the "Cell" Records group and expand it (Lclick on the "+" sign just to the left of the group).  This will expand to show "Block sub-groups" under that group; and when you expand each "Block" you will see "Sub-Blocks" which will also need to be expanded before you see any actual records.  (You can "<Alt-Lclick> on the first "+" in front of a group to expand ALL of the subordinate groups at once.)  Any "groups" or records immediately under a "group" that '''''do not have''''' a "+" in front of them are likely "wild/dirty edits" which are not deliberate and can cause problems.  Examine each such "plusless" entry to see if you can determine what they are changing (they are not or do not have any "Temporary" or "Persistent" records under them).  If nothing, then they are not doing anything and can be "Removed", which safely disables them.  Select\highlight the entry | <Rclick> | select "Remove" from the pop-up menu.  This only removes those records from THIS plugin.  They still remain (unchanged) in the master file they originated from.
+
:* Solution: Make a backup of the plugin you are going to attempt to fix, then open it in '''xEdit/'''[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit], navigate down to the "Cell" Records group and expand it (Lclick on the "+" sign just to the left of the group).  This will expand to show "Block sub-groups" under that group; and when you expand each "Block" you will see "Sub-Blocks" which will also need to be expanded before you see any actual records.  (You can "<Alt-Lclick> on the first "+" in front of a group to expand ALL of the subordinate groups at once.)  Any "groups" or records immediately under a "group" that '''''do not have''''' a "+" in front of them are likely "wild/dirty edits" which are not deliberate and can cause problems.  Examine each such "plusless" entry to see if you can determine what they are changing (they are not or do not have any "Temporary" or "Persistent" records under them).  If nothing, then they are not doing anything and can be "Removed", which safely disables them.  Select\highlight the entry | <Rclick> | select "Remove" from the pop-up menu.  This only removes those records from THIS plugin.  They still remain (unchanged) in the master file they originated from.
  
 
:: Even removing such records from a plugin is not be sufficient.  Changes will have been made to the "navmesh map info" record group.  You will need to navigate down to the "Navigation Mesh Info Map" Records group and select it (highlight).  Right-click on that record group and select to "Remove" the entire group; and then save the changed plugin.  Open that saved plugin in the '''GECK''', select the "Navmesh" tool and "Finalize Navmesh", then immediately re-save.  That will rebuild the missing "navmesh map info" record correctly.
 
:: Even removing such records from a plugin is not be sufficient.  Changes will have been made to the "navmesh map info" record group.  You will need to navigate down to the "Navigation Mesh Info Map" Records group and select it (highlight).  Right-click on that record group and select to "Remove" the entire group; and then save the changed plugin.  Open that saved plugin in the '''GECK''', select the "Navmesh" tool and "Finalize Navmesh", then immediately re-save.  That will rebuild the missing "navmesh map info" record correctly.
Line 3,829: Line 4,014:
 
::* If you haven't already, you will need to download and install the '''GECK'''.  Please see [[#Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems|Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems]] section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.  Pay particular attention to the fact you will have to run the '''GECK''' as an "Administrator", which means everything will be under that "Users" account.
 
::* If you haven't already, you will need to download and install the '''GECK'''.  Please see [[#Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems|Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems]] section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.  Pay particular attention to the fact you will have to run the '''GECK''' as an "Administrator", which means everything will be under that "Users" account.
 
::* Plan for the possibility of error.  Backup the '''JSawyer''' file you will be editing.
 
::* Plan for the possibility of error.  Backup the '''JSawyer''' file you will be editing.
::* Suggest you open '''FNVEdit''' and select the '''JSawyer''' plugin.  Then '''FNVEdit''' will automatically load all the "master files" needed for that plugin.  Once it has finished loading, scroll down to the '''JSawyer''' plugin and "<Left-Click>" on the "+" to the left of that plugin.  This will expand the list of records categories so you can then select the "File Header" record.  Make note of the "master files" listed there.  You are going to need to tell the '''GECK''' to load those "master files" next.  Once you have your list, just close '''FNVEdit'''.  (You shouldn't have changed anything and don't need to save anything.)
+
::* Suggest you open [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] and select the '''JSawyer''' plugin.  Then '''FNVEdit''' will automatically load all the "master files" needed for that plugin.  Once it has finished loading, scroll down to the '''JSawyer''' plugin and "<Left-Click>" on the "+" to the left of that plugin.  This will expand the list of records categories so you can then select the "File Header" record.  Make note of the "master files" listed there.  You are going to need to tell the '''GECK''' to load those "master files" next.  Once you have your list, just close '''FNVEdit'''.  (You shouldn't have changed anything and don't need to save anything.)
 
::* Open the '''GECK''', and select for loading the '''JSawyer''' plugin and all of it's "master files".  Set the '''JSawyer''' plugin as the "Active File".  (This is very important.)
 
::* Open the '''GECK''', and select for loading the '''JSawyer''' plugin and all of it's "master files".  Set the '''JSawyer''' plugin as the "Active File".  (This is very important.)
 
::* Once the loading is completed, look on the toolbar for the "Scripts" button.  (See the [http://geckwiki.com/index.php/Toolbar Toolbar - GECK] page for the icons and their descriptions.)
 
::* Once the loading is completed, look on the toolbar for the "Scripts" button.  (See the [http://geckwiki.com/index.php/Toolbar Toolbar - GECK] page for the icons and their descriptions.)
Line 3,839: Line 4,024:
  
 
<span id="Issue -A**holeCompanion"></span>
 
<span id="Issue -A**holeCompanion"></span>
 +
 
=== Issue -  Obnoxious Companion ''Asshole'' ===
 
=== Issue -  Obnoxious Companion ''Asshole'' ===
 
: Thanks to user '''automanic''' for tracking down and reporting the following:
 
: Thanks to user '''automanic''' for tracking down and reporting the following:
Line 3,854: Line 4,040:
 
:* Solution-2: Disable the mod.
 
:* Solution-2: Disable the mod.
 
</div>
 
</div>
 +
 +
<span id="Issue: PluginLimit"></span>
 +
=== Issue - Plugin Limit Warning despite Limit Fix mod ===
 +
Symptoms: There is a message displayed in the upper left-hand corner of the HUD about exceeding 140 plugins even though the mod [https://www.nexusmods.com/newvegas/mods/68714 FNV Limit Fix] is installed.
 +
 +
* Cause: The warning message is included in the mod [https://www.nexusmods.com/newvegas/mods/50468 JIP Companions Command and Control (JIP CC&C)] and is based upon the smaller "plugin cap" of the original game.  It predates the release of the mod "FNV Limit Fix" and has not been updated since.
 +
:* Solution-1: This message is now removed by using underlying required plugin [https://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE] "Version 55.65" or later.
  
 
<span id="Issue: Project Nevada "Sprint" suddenly not working"></span>
 
<span id="Issue: Project Nevada "Sprint" suddenly not working"></span>
Line 3,867: Line 4,060:
  
 
<span id="Issue: Quest is hung and won't advance"></span>
 
<span id="Issue: Quest is hung and won't advance"></span>
=== Issue - QUEST is hung and will not advance ===
+
=== Issue - QUEST - is hung and will not advance ===
 
This is a general situation and solutions need to be tailored to the specific quest in question.
 
This is a general situation and solutions need to be tailored to the specific quest in question.
  
Line 3,877: Line 4,070:
 
::* The mod [http://www.nexusmods.com/newvegas/mods/43055?tab=files Perk per Level - Level Cap at 100] (file: "Level100PerkPerLevel.esp") was in at least one instance found to cause a conflict with the ending of the Gomorrah Casino quest "How little we know".
 
::* The mod [http://www.nexusmods.com/newvegas/mods/43055?tab=files Perk per Level - Level Cap at 100] (file: "Level100PerkPerLevel.esp") was in at least one instance found to cause a conflict with the ending of the Gomorrah Casino quest "How little we know".
  
* Cause-2: Sometimes your choices can cause a quest to get into an unanticipated situation and it can't progress as intended.  Resolving this usually requires using "console commands" (toggle "<~>").
+
* Cause-2: Sometimes your choices can cause a quest to get into an unanticipated situation and it can't progress as intended.  Resolving this usually requires using "console commands" (toggle <~> key in-game).
 
:* Solution-2a: What follows are a series of steps you will need to undertake to identify where you are in the quest and how to reset it so you can take a different set of actions to enable proceeding.
 
:* Solution-2a: What follows are a series of steps you will need to undertake to identify where you are in the quest and how to reset it so you can take a different set of actions to enable proceeding.
::* Look up your quest name (as presented in the Pipboy list of active quests) on the [http://fallout.gamepedia.com/Fallout:_New_Vegas_quests The Vault] or [http://fallout.wikia.com/wiki/Portal:Fallout:_New_Vegas_quests Nukapedia] wiki site.
+
::* Look up your main game quest name (as presented in the Pipboy list of active quests under the "Data" tab) on the [http://fallout.wikia.com/wiki/Portal:Fallout:_New_Vegas_quests Nukapedia] wiki site.
::: It's worth checking both sites, as one sometimes provides more information or in a different format than the other.
 
 
::* Make note of the "Base-ID" of the quest.  You will be using this information in later console commands.  (Leave the web page(s) up for later reference, or copy the "Quest Stages" information.)
 
::* Make note of the "Base-ID" of the quest.  You will be using this information in later console commands.  (Leave the web page(s) up for later reference, or copy the "Quest Stages" information.)
 
::* Back in the game, toggle on the "console" command line by tapping the  "<~>" key.
 
::* Back in the game, toggle on the "console" command line by tapping the  "<~>" key.
Line 3,907: Line 4,099:
 
* Return to Lt. Monroe and resolve the quest the way you want, either for NCR or both factions.
 
* Return to Lt. Monroe and resolve the quest the way you want, either for NCR or both factions.
 
</div>
 
</div>
 +
<br>
 +
:: Thanks to '''olistr644''' of the '''New Vegas Mod Troubleshooting''' forum for researching the basis of the following.
 +
:* Solution-2d: The following procedure utilizing [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] can produce the IDs of any Quests, including '''Mods''', that are recorded in the game Pipboy "Quests log" under the "Data" tab.
 +
::* In the game, note the quest you want to know about.
 +
:::* That is "Track it" under the "Data" tab of your Pip-Boy on the "Quests" page.  Select the quest in question.
 +
:::* Then open the console (<~> key) and type "sqt" (show all of the current quest targets).
 +
::::: You should then get "Active quest: <The Editor-ID of the quest name>" displayed.
 +
::* Open '''FNVedit'''.
 +
:::* Load your entire "load order".  (This ensures you get the correct "mod index" in the Quest-ID.)
 +
:::* Choose the "Quest" folder in the left-hand pane list of categories.
 +
:::* Up top of that left-hand pane you will see an "Editor ID" box. Type your Quest Editor-ID (obtained from the console) into there.  (Assume capitalization matters.)
 +
::::: Alternatively, if you don't have a Quest Editor-ID to search for, you have to expand (click on the "+" sign to the left of) each of the plugins listed in the left-hand pane and then scroll down to and expand the "Quests" category of each to look through the "Editor-ID" of each quest to find a likely candidate to select (<left-click>).
 +
:::* Hit <Enter> and the editor will load for a short while until your quest should then be highlighted (if found), in the left-hand pane.  (If not found, you entered an invalid Quest-ID in the search field.)
 +
:::* Make sure that Quest-ID is "selected" (highlighted) by <left-clicking> on it.
 +
::::: If it is "selected", a whole lot of different variables will appear under the "Information" tab in the right-hand pane.
 +
:::* If you scroll down the variables in the right-hand pane under the "Record Header" you should find a "FormID" field with "<EditorID>[QUST:<XXnnnnnn>]" for a value. That "XXnnnnnn" value is your actual Quest Ref-ID (where "XX" is the mod index and "nnnnnn" is a six-character hexadecimal value).  Make note of it as you will need it later in the "setstage" command.
 +
:::* If you scroll down further in the right-hand pane you should (for a Quest) find one or more "INDX - Stage Index" entries.  In the column to right of each such entry is the "stage number" (e.g. "0", represented in "<ii>" form).  Those are the different phases in the quest, i.e. "stages". 
 +
:::* Scroll down until you find the one relevant to you by examining the "SCTX" and "SCRO" entries under the "Embedded Script" category of each.  These are your clues as to the purpose of each stage.  (If the script names are not descriptive enough, all you can do is open the scripts in the '''GECK''' "script editor" and examine the contents in more detail.)
 +
::::: Note the quest "stage index" ("ii") to the right of the "INDX - Stage Index" of the particular line of interest for use in the "setstage" command.
 +
::* Then you type the just acquired information into the console: e.g. "[https://geckwiki.com/index.php?title=SetStage setstage] <XXnnnnnn> <ii>", where <XXnnnnnn> is the Quest Ref-ID, and <ii> is the "StageIndex" number.
 +
::* If all you need is to have completed that quest stage, you should now be able able to proceed.
  
:* Solution-2d: Sometimes using the "Kill" and "Resurrect" commands on an Actor are necessary to cause them to become "unstuck".
+
:* Solution-2e: Sometimes using the "Kill" and "Resurrect" commands on an Actor are necessary to cause them to become "unstuck".
 
::* First you have to identify the "Reference-ID" of the Actor in question.  See the [[#Issue_-_Find_the_source_mod-index_of_an_object_in-game|Issue - Find the source mod-index of an object in-game]] entry under the "Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems" section.
 
::* First you have to identify the "Reference-ID" of the Actor in question.  See the [[#Issue_-_Find_the_source_mod-index_of_an_object_in-game|Issue - Find the source mod-index of an object in-game]] entry under the "Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems" section.
 
::* Once you have the Actor's "Reference-ID" you can use it in the ''prid <Reference-ID>'' and (if desired, subsequent) command to designate whom the following console commands are applied to (i.e. becomes the "calling ref").  <span style="color: green;background-color:#fff5f5;">Note that according the GECKWiki "Help" entry beside the "Syntax" field, function ''arguments in italics'' are '''optional'''.</span>
 
::* Once you have the Actor's "Reference-ID" you can use it in the ''prid <Reference-ID>'' and (if desired, subsequent) command to designate whom the following console commands are applied to (i.e. becomes the "calling ref").  <span style="color: green;background-color:#fff5f5;">Note that according the GECKWiki "Help" entry beside the "Syntax" field, function ''arguments in italics'' are '''optional'''.</span>
Line 3,961: Line 4,174:
 
<span id="Issue: xEdit_Record_conflicts"></span>
 
<span id="Issue: xEdit_Record_conflicts"></span>
 
=== Issue - Record conflicts in '''xEdit''' ''aka '''FNVEdit''''' ===
 
=== Issue - Record conflicts in '''xEdit''' ''aka '''FNVEdit''''' ===
The documentation for '''xEdit/FNVEdit''' is the [http://tes5edit.github.io/docs/index.html Tome of xEdit].  It is an indispensable tool for tracking down record conflicts between plugins, so it is worth the time to learn how to use it.  Because you can change (and therefor "break" things), don't try to use it without a basic understanding of how it works.  This is the merest outline of how it can be used for a specific purpose.
+
The documentation for '''xEdit/'''[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] is the [http://tes5edit.github.io/docs/index.html Tome of xEdit].  It is an indispensable tool for tracking down record conflicts between plugins, so it is worth the time to learn how to use it.  Because you can change (and therefor "break" things), don't try to use it without a basic understanding of how it works.  This is the merest outline of how it can be used for a specific purpose.
  
 
You are looking for the "record-ID", "Editor-ID" or "Base-ID" in "hexadecimal" number format for each record (row) in the plugin in question.  The "record number" consists of a "mod index" and it's sequential position within the plugin.  (Please see the short article [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] on how to interpret the "mod index".)  The "Editor-ID" is the "human readable" name for that record, while the "Base-ID" is that of the "template Form-ID" each specific "Reference-ID" copy placed in the "game world" is based upon.  The "vanilla" ones provided by the base game and DLCs can be found on the [http://fallout.gamepedia.com/Fallout_Wiki The Vault] and [http://fallout.fandom.com/wiki/Portal:Fallout:_New_Vegas  Nukapedia] wikis in the page describing each.  Please see the [http://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK#GECK_Form-ID.2C_Base-ID.2C_Ref-ID.2C_and_Editor-ID GECK Form-ID, Base-ID, Ref-ID, and Editor-ID] section of the wiki [http://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK Getting started creating mods using GECK] article for a more complete explanation of these terms.  The differences between them are important to understand.
 
You are looking for the "record-ID", "Editor-ID" or "Base-ID" in "hexadecimal" number format for each record (row) in the plugin in question.  The "record number" consists of a "mod index" and it's sequential position within the plugin.  (Please see the short article [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] on how to interpret the "mod index".)  The "Editor-ID" is the "human readable" name for that record, while the "Base-ID" is that of the "template Form-ID" each specific "Reference-ID" copy placed in the "game world" is based upon.  The "vanilla" ones provided by the base game and DLCs can be found on the [http://fallout.gamepedia.com/Fallout_Wiki The Vault] and [http://fallout.fandom.com/wiki/Portal:Fallout:_New_Vegas  Nukapedia] wikis in the page describing each.  Please see the [http://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK#GECK_Form-ID.2C_Base-ID.2C_Ref-ID.2C_and_Editor-ID GECK Form-ID, Base-ID, Ref-ID, and Editor-ID] section of the wiki [http://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK Getting started creating mods using GECK] article for a more complete explanation of these terms.  The differences between them are important to understand.
Line 4,000: Line 4,213:
 
While this has obvious implications for translators, it also means mods developed for a different language version of the game won't work "out of the box" in another language.  The FormIDs won't match.  Conversion would require determining what the FormID in one language version is in the other language version.
 
While this has obvious implications for translators, it also means mods developed for a different language version of the game won't work "out of the box" in another language.  The FormIDs won't match.  Conversion would require determining what the FormID in one language version is in the other language version.
  
Luckily, loading up mods in '''FNVEdit'''/'''xEdit''' with the language-specific "FalloutNV.esm" and the mods which are desired to be translated, will often result in errors (displayed in the "Messages" box of FNVEdit) similar to the following with which you can recognize the issue:
+
Luckily, loading up mods in '''xEdit/'''[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] with the language-specific "FalloutNV.esm" and the mods which are desired to be translated, will often result in errors (displayed in the "Messages" box of FNVEdit) similar to the following with which you can recognize the issue:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
Line 4,022: Line 4,235:
  
 
<span id="Issue: Remove active effects"></span>
 
<span id="Issue: Remove active effects"></span>
 +
 
=== Issue - Remove active effects ===
 
=== Issue - Remove active effects ===
 
Sometimes an active effect that is supposed to have a duration fails to expire.  "Ingestibles" (food item, drug, or chemical), "Actor Effects" (spells), and "Object Effects" (enchantments) produce "[http://geckwiki.com/index.php/Base_Effect Base Effects]" which are treated as fundamental "magic effects" in the GECK.  Mods can create their own "Base Effects" as well as delete existing effects.  Unless an "Actor Effect" has a "condition" it is permanent.
 
Sometimes an active effect that is supposed to have a duration fails to expire.  "Ingestibles" (food item, drug, or chemical), "Actor Effects" (spells), and "Object Effects" (enchantments) produce "[http://geckwiki.com/index.php/Base_Effect Base Effects]" which are treated as fundamental "magic effects" in the GECK.  Mods can create their own "Base Effects" as well as delete existing effects.  Unless an "Actor Effect" has a "condition" it is permanent.
Line 4,057: Line 4,271:
 
::* The Fallout INI files have an "iFPSClamp=" setting under the "[General]" section.  Do not set this to other than "=0" if you have NVSR "bManageFPS = 1".
 
::* The Fallout INI files have an "iFPSClamp=" setting under the "[General]" section.  Do not set this to other than "=0" if you have NVSR "bManageFPS = 1".
 
::* New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has to have "bManageFPS = 1" under the "Master = {" section before the setting "MaximumFPS = 60" under the "FPS_Management = {" section will take effect.  Check that the "MinimumFPS" setting is not higher than the maximum; something like "= 20" is noticeable while still playable.  If NVSR is managing FPS, do not leave the three Fallout INI files with a setting other than "iFPSClamp=0".
 
::* New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has to have "bManageFPS = 1" under the "Master = {" section before the setting "MaximumFPS = 60" under the "FPS_Management = {" section will take effect.  Check that the "MinimumFPS" setting is not higher than the maximum; something like "= 20" is noticeable while still playable.  If NVSR is managing FPS, do not leave the three Fallout INI files with a setting other than "iFPSClamp=0".
 +
 +
<span id="Issue: FreeMusic"></span>
 +
=== Issue - SOUND - Music Licenses and Sources ===
 +
Symptoms: Questions regarding the ability to include "music" or "songs" in any form in a mod.
 +
 +
* Cause: Published music (instrumentals, digital, and vocals) is usually by default "copyright protected", which means you need to have purchased a ''license'' to include it in your mods or online videos published for use by others.  This includes music (in whatever form or manner of production) included in other media (such as games, videos, and films) as well as downloaded from various websites.
 +
: The following terms are taken from the [https://buffer.com/library/background-music-video/ Buffer.com Background Music Video] page:
 +
::* Royalty Free
 +
::: Royalty free music gives users the right to use copyrighted music without having to pay “royalties” for recurring use of the content. In other words, royalty free music allows the buyer to ''pay the music license only once'' and use the music for as long as they want.
 +
::: Royalty free often gets mistaken for “free” music, which is not the case in many situations. The author or artist who has composed the music decides what kind of license it will have, and therefore, the costs associated.
 +
 +
::* Public Domain
 +
::: Public domain refers to all works that are not protected by copyright and can be used without permission or without having to pay the original author/artist. Public domain essentially gives free use of the music in whatever manner a user sees fit.
 +
::: Essentially, that means that content within the public domain can be copied, distributed, interpreted, and displayed in public for free as if it belongs to everyone.
 +
 +
::* Creative Commons
 +
::: [https://creativecommons.org/licenses/ Creative Commons] is one of several public copyright licenses that enable the ''free distribution'' of an otherwise ''copyrighted'' work. At the core of the Creative Commons license is the idea that every CC license ensures copyright holders retain control and get the credit for their work they deserve. It’s a standardized way to grant copyright permissions to their creative work.
 +
 +
:* Solution: Obtain music which is in the "public domain" either by explicit placement there in it's licensing terms, or expired copyright (dates vary by jurisdiction and number of authors); or which is explicitly published as "licensed royalty free" but probably still requires an initial purchase.  This can get complicated as "music" consists of separate components such as "instruments", "performance" by particular artists, and "lyrics". "Licenses" usually must be purchased (otherwise how would the author/artists get any form of compensation for their work).  See [https://incompetech.com/wordpress/2020/10/composerish-perils-of-buying-instruments-from-instagram-meditation-music-royalty-free-vs-commercial-music/ Composerish: Perils of buying instruments from Instagram, Meditation Music, Royalty Free vs Commercial Music] for a discussion. 
 +
<br>
 +
Download sources (representative, not all inclusive):
 +
* Public domain & Creative Commons.  Free to download.
 +
:* [http://freemusicarchive.org/ Free Music Archive]
 +
:* [https://www.youtube.com/channel/UCht8qITGkBvXKsR1Byln-wA YouTube Audio Library - Music]
 +
:* [https://soundcloud.com/search/sounds/?filter.license=to_share SoundCloud]
 +
:* [http://ccmixter.org/ ccMixter] Free (with attribution).
 +
:* [http://freeplaymusic.com/index.aspx FreePlay Music] Free (personal use only on YouTube) or $0.99 and up (business use)
 +
<br>
 +
* Royalty or Copyright Free but must purchase License or Download
 +
:* [https://incompetech.com/music/royalty-free/licenses/ IncompeTech] Free (with attribution) or starting at $20 per piece (no attribution).
 +
:* [https://www.bensound.com/ Bensound] Free (with attribution) or 1-year unlimited downloads for $129.
 +
:* [https://www.amazon.com/Royalty-Free-Music/e/B01IP5RZ9A Amazon Music] Free only for your personal, non-commercial purposes or premium tracks start at $0.99.
 +
:* [https://www.premiumbeat.com/royalty-free/audio-music-library Premium Beat Copyright Free Music] Licensing $49 each or $13/month
 +
:* [http://www.epidemicsound.com/ Epidemic Sound Royalty Free Music] Licensing starting at $0.99 and Subscriptions starting at $12/month.
 +
:* [https://audiojungle.net/ AudioJungle] Tracks starting at $1.
 +
:* [https://www.jamendo.com/ Jamendo] Standard licensing starting at $49.
 +
:* [https://www.audioblocks.com/ AudioBlocks] Unlimited downloads start at $99/year.
 +
:* [http://www.beatpick.com/player/index BeatPick] Price varies depending on track.
 +
:* [https://www.storyblocks.com/pricing?site=audio Storyblocks] Monthly or Annual subscription licensing starting at $10/month.
  
 
<span id="Issue: Stuck effects or stats"></span>
 
<span id="Issue: Stuck effects or stats"></span>
Line 4,514: Line 4,767:
 
* [http://rd.nexusmods.com/newvegas/mods/42956 Game Companion - Fake FullScreen] by '''BUDA20'''.
 
* [http://rd.nexusmods.com/newvegas/mods/42956 Game Companion - Fake FullScreen] by '''BUDA20'''.
 
* [http://github.com/Codeusa/Borderless-Gaming Borderless Gaming] by '''Codeusa'''.
 
* [http://github.com/Codeusa/Borderless-Gaming Borderless Gaming] by '''Codeusa'''.
* [http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
+
* [https://web.archive.org/web/20161008023921/http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
* [http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
+
* [https://web.archive.org/web/20161004212522/http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
* [http://www.tweakguides.com/NVFORCE_1.html Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
+
* [https://web.archive.org/web/20160719081231/http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
* [http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
+
* [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
* [http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]
 
 
* [http://forums.nexusmods.com/index.php?/topic/1197661-nvac-new-vegas-anti-crash/page-352#entry15646425 NVAC support thread]
 
* [http://forums.nexusmods.com/index.php?/topic/1197661-nvac-new-vegas-anti-crash/page-352#entry15646425 NVAC support thread]
 
* [http://www.nexusmods.com/newvegas/mods/40442/? New Vegas Configator]
 
* [http://www.nexusmods.com/newvegas/mods/40442/? New Vegas Configator]

Revision as of 18:37, 31 January 2021


Contents

Overview

This a collection of specific common problems and solutions, along with a general checklist of things known to contribute to problems, collected from around the web. The "Fallout NV Mod Conflict Troubleshooting" thread in the "Fallout New Vegas Mod Troubleshooting" forum is for questions, suggestions, and discussion of this article's contents.

The article is organized around various generic topics, with specific mod conflicts or issues that don't fit into the other categories under "Solutions to Miscellaneous problems".

If you haven't already, it is suggested to read the wiki article FNV General Mod Use Advice first to understand basic terminology as used here and differences in FNV from other games you may be used to modding.

Troubleshooting is a logical process of elimination. If all logic fails, you have to revert back to a vanilla game and slowly re-install mods, testing each one thoroughly before adding the next. It is a trade-off of "time" versus "effort". Where that tipping point lies is up to you. This is why you are always advised to follow a slow "install and test each mod one at a time" procedure when first setting up your game. Then you know specifically which mod is causing your problem, which saves time.

The How to ask for help wiki article applies to any game. Read it before posting your next problem in the forums to speed up getting to the correct solution. The time you are wasting otherwise is not just your own.

Checklist

Standard list of things to ask yourself about your current FNV problem:
00. Did you install Steam under the default location of the "C:\Program Files" tree? This causes many "strange" problems not otherwise explainable. As painful as it may sound, read the wiki article Installing Games on Windows Vista+ and move at least FNV. That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this). This should be the first solution you try. Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.

Note that the GOG DRM-free version of FNV default install location is "C:\GOG Games\Fallout New Vegas". It does not have this issue, in addition to already being 4GB memory enabled. DO NOT run the 4GB Patcher against the GOG version. This situation has been known to prevent the ability to save any game files. Other unpredictable problems may occur.

01. Are you getting an error message? What is that pointing to as the source of the problem: the game, Steam, or Windows?

02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?
02b. Did any of the following which interact with the game get updated or changed recently. They are prime suspects if nothing in the game itself changed:

a. Video driver. (The latest is not always tested against an older game.)
b. Sound driver.
c. Mouse driver. ("Advanced features" are not always compatible with the game.)
d. Power Outage? Run a chkdsk on the drive to fix any errors that might have occurred.
e. Windows system update (consider rolling back to the previous restore point).

03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them. (There might have been some unexpected changes.) Rename to anything you choose. I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old". The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.

Before you make any changes to the game INI files, please make backups and put them in a safe place. See the Game INI files section of the "FNV General Mod Use Advice" article for details.You have been warned!
If you make any changes to any of the game INI files, remember to change it in all three files (after you have backups of the originals): the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini"). Otherwise you tend to lose track of which you actually changed if you have to "verify files".
Note that if you are currently or have used "Mod Organizer", MO uses its own copies of "Fallout.ini" and "FalloutPrefs.ini" (from when the MO profile was created), located in the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder. These files need to be changed as well.

04. Does the most recent mod change use New Vegas Script Extender (NVSE) or supplemental plugins like JIP NVSE Plugin or "Lutana NVSE Plugin"? Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas").

According to this post in the JIP NVSE thread, mods are supposed to use and expect the following results when checking which version has been loaded, either in scripts or the game console ("<~>"); even from the Main Menu (without loading a "save game" file).
* GetNVSEVersion: returns integer (e.g. "5")
* GetJIPLNVersion / GetLNVersion: returns loaded JIP LN main version as float (xx.xxxx)
* GetPluginVersion "<string>": (quotes are required)
  • "JIP NVSE Plugin": returns loaded JIP LN main version as float (xx.xxxx)
  • "lutana_nvse": returns loaded JIP LN main version as float (xx.xxxx)
  • IsPluginInstalled:
  • "lutana_nvse" returns 1
If you previously had the "lutana nvse" plugin installed, make sure you have removed all "lutana*.*" files from both the game root and "Data\NVSE\Plugins" folders. Otherwise this can cause the "GetJIPLNVersion" command to fail with the error "command not found".
NVSE and related plugins must be manually installed because most mod managers assume everything in them needs to go into the "Data" folder instead of their respective specific locations. Check their documentation carefully.
When installing New Vegas Script Extender (NVSE), the nvse_loader.exe file should be in the game root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"), so it's along with the FalloutNV.exe file. However, just unpacking the NVSE archive package to the "Fallout New Vegas" folder may not create a "Data\NVSE" folder or the "Data\NVSE\Plugins" sub-folder upon installation unless you tell it to include sub-folders when doing so. If not, you will have to do so manually. It definitely does not create a configuration file (in the "NVSE" sub-folder), nor automatically enable it's log files (which will be found in the game's root folder). You need to do so yourself, using any plaintext editor such as Windows NotePad. Supplemental NVSE Plugins such as JIP, Lutana, MCM, NVAC, or NVSR should go into the "Data\NVSE\Plugins" folder; along with their configuration/INI files.
  • If not present, manually create folder "NVSE" under the game "Data" folder (at the same level as the "Meshes" and "Textures" folders), and then "Plugins" under the "NVSE" folder.
  • Make sure "hide known file types" is disabled in Windows/File Explorer's "Folder Options" menu, or your new INI file in the next step will have a hidden ".txt" extension which you don't want. (The DigitalCitizen.life article 8 ways to open the Folder Options window, in Windows (all versions) will show you how to access that.)
  • In the folder "Data\NVSE" create a new text file and name it "nvse_config.ini".
  • Copy and paste the following into "nvse_config.ini":
This will enable the game's error log the next time you run it, which will then be found in your FNV root folder (where you put the NVSE executable files). There will be at least three files: "falloutnv_error.log", "falloutnv_havok.log", and "nvse.log". The first one is very useful for finding broken stuff in mods or the cause of crashes. Not everything in it is an error so keep that in mind; some are just warnings. The "nvse.log" is helpful to identify problems with NVSE itself, and plugins that rely upon it.
The warnings are supposed to be written by the game engine in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\warnings.txt", but this may be dependent upon the "log level" in the "nvse_config.ini". The default is level "1" and there is no "warnings.txt" file created; but it goes up to level "5" (debugging) with increasing verbosity. However, it appears this "warnings" file feature was never actually implemented for FNV, but have been restored by the GECK Extender Plugin for NVSE.