Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

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(Solutions to Crash To Desktop aka CTD problems: update)
(Issue - QUEST is hung and will not advance: updated for Mod Quest-IDs)
(82 intermediate revisions by 2 users not shown)
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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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* 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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:* [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 1,718: 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".
 
 
 
:* 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:
 
::* [http://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
 
::* [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 - Controls - How to remove a game controller default button bindings ===
=== 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.
 
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
  
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:* 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:
+
=== Issue - Controls - Mods do not seem to have controller support ===
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
+
Some mods don't seem to work with a game controller, even though the game works fine in general.
::* [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 - 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.
 
  
 
* Cause: Select mods do have controller support, others require an addon such as the "Lutana NVSE plugin", and still others (like Project Nevada) don't have explicit support but can be used with Lutana's "DInput emulation" which maps controller buttons to keys on your keyboard.  What they all have in common is that they require NVSE, another third-party tool. There just isn't any provision for modders to add controller support to their mods, or even custom keyboard hotkeys, without these community toolsets.
 
* Cause: Select mods do have controller support, others require an addon such as the "Lutana NVSE plugin", and still others (like Project Nevada) don't have explicit support but can be used with Lutana's "DInput emulation" which maps controller buttons to keys on your keyboard.  What they all have in common is that they require NVSE, another third-party tool. There just isn't any provision for modders to add controller support to their mods, or even custom keyboard hotkeys, without these community toolsets.
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:* 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.)
  
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::: 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.
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::* 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 1,862: 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 1,874: 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.
+
=== Issue - Controls - 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.
 +
* 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 againThe game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
  
<span id="Issue: Mouse sensitivity is off, weapon aiming is off, etc."></span>
+
:* Solution: Edit the "FalloutPrefs.INI" file (located in the "Users" folder).
 
+
::* Locate the "[Controls]" section.
=== Issue - Mouse sensitivity or weapon aiming is off or similar issues ===
 
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.
 
* 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.
 
 
 
:* Solution: Edit the "FalloutPrefs.INI" file (located in the "Users" folder).
 
::* Locate the "[Controls]" section.
 
 
::* Find the "Hotkey2" entry; which is called "AmmoSwap" instead.
 
::* Find the "Hotkey2" entry; which is called "AmmoSwap" instead.
 
::* To restore "AmmoSwap" back to using the < 2 > key, change the value to "0003FFFF".
 
::* To restore "AmmoSwap" back to using the < 2 > key, change the value to "0003FFFF".
Line 1,918: 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 slots.  If this is blank, it assumes there are no mods available.
 
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
=== Issue - Gazing in certain directions causes a ''freeze'' ===
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
+
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>
background-color:#fff5f5;padding:3px;
+
Known problem locations:  
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
# Looking South of '''Matthews Animal Husbandry Farm'''.
">
+
# Looking West from the '''Searchlight Airport''''s Western fence.
: NOTE: This is a '''''very rare''''' issueSee 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.
+
# Looking North of '''Guardian Peak'''.
</div>
+
# 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.
  
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not empty.  Typically 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.
+
<span id="Issue - GrenadeThrow"></span>
  
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
+
=== Issue - Grenade throw always falls at my feet ===
=== Issue - Unable to draw weapons or fire or crouch ===
+
* 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].
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
+
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of secondsThe longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
+
:: 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.
: 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 scriptedIt's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 
  
* Solution:
+
:*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.
** 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>.
 
** 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.
 
  
<span id="Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
+
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
=== Issue: WMM '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
+
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
* 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.
+
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
  
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
+
<span id="Issue - KeystrokesPassed"></span>
 +
<span id="Issue: How to determine what keystrokes are being passed"></span>
  
:* 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.
+
=== 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.
  
:: (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.)
+
* 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 moment.  In the case of mods, the last to assign the key mapping "wins".
  
:* 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]].)
+
:* 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:
 +
::* [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-4: You do NOT have a game controller attached.  If you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
+
<span id="Issue - HUD-UI-MenuCorrupted"></span>
  
:* 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]].)
+
=== 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.
  
<span id="Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
+
:* 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:
=== Issue - WMX loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
+
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
* 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.
+
::* [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)
:* 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).
+
:: 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:
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
+
<pre>
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
+
[Fonts]
{{GECK: Common Problems}}
+
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 
+
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
== Solutions to Graphics problems ==
+
; 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 - MouseAfterFastTravel"></span>
 +
<span id="Issue - MOUSE - not working after fast travel"></span>
 +
 
 +
=== Issue - MOUSE - not working after fast travel ===
 +
* Cause: Unknown
 +
:* 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 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 - MouseSensitivity"></span>
 +
 
 +
=== Issue - MOUSE - sensitivity or weapon aiming is off or similar issues ===
 +
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 - UnableAddWeaponMods"></span>
 +
<span id="Issue - Unable to add either of two "weapon mods" to a weapon"></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.
 +
 
 +
<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>
 +
 
 +
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not empty.  Typically 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.
 +
 
 +
<span id="Issue - UnableDrawFireCrouch"></span>
 +
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
 +
 
 +
=== 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:
 +
** 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>.
 +
** 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.
 +
 
 +
<span id="Issue - WMMBroke"></span>
 +
<span id="Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
 +
 
 +
=== Issue - WMM - '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
 +
* 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.
 +
 
 +
:* 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.
 +
 
 +
:: (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.)
 +
 
 +
:* 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]].)
 +
 
 +
:* Solution-4: You do NOT have a game controller attached.  If you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
 +
 
 +
:* 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]].)
 +
 
 +
<span id="Issue - WMXLosesMods"></span>
 +
<span id="Issue - WMX - loses my existing weapon mods to the 'Weathered 10mm pistol'"></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.
 +
 
 +
:* 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).
 +
 
 +
<span id="Issue - ZoomControls"></span>
 +
<span id="Issue: ZoomControls"></span>
 +
 
 +
=== Issue - ZOOM controls ===
 +
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.
 +
 
 +
* Cause: Likely a "Field of View (FoV)" setting or conflict.
 +
:* 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].
 +
 
 +
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
 +
 
 +
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
 +
{{GECK: Common Problems}}
 +
 
 +
== Solutions to Graphics problems ==
 +
 
 +
<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.
 +
 
 +
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanilla.  When this setting is enabled, those weapons will switch:<br>
 +
* 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: Aiming - 1st Person View (FPV) is off center"></span>
 +
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
 +
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 default.  In 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-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-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).
 +
<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).
 +
</blockquote>
 +
 
 +
:* 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).
 +
 
 +
:* 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:
 +
*: 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.
 +
:* 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>
 +
 
 +
 
 +
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
 +
 
 +
=== 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 weapon.  Instead 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 screen.  It 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-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.
 +
 
 +
: 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.
 +
 
 +
:* 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:
 +
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
 +
 
 +
:* 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'''.
 +
 
 +
:* 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".
 +
 
 +
<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 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.
  
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
+
:* 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):
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
+
::* fAutoAimMaxDistance: 50000.000000 (default: 1800.000000)
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.
+
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 +
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
  
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanilla. When this setting is enabled, those weapons will switch:<br>
+
:* 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):
* 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>
+
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
* 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>
+
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
: 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".
+
::* 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)
  
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.
+
:* 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.)
  
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
+
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
+
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
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 default.  In addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
+
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.
  
* 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.
+
: 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).
:* 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).
+
: 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.
<blockquote>
+
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
+
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
: 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.
+
:* Solution-1: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
  
: 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).
+
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
</blockquote>
+
: 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.
  
:* 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).
+
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></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 - Aiming - Weapon stays centered after releasing RMB ===
*: Make backups of the INIs before changing them.
+
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 fireThe camera zooms back out, but nothing else.
<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.
+
* Cause: This is a bug in some animations.  It is particularly noticeable with the "plasma rifle".
:* 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 pagesThere are various individual mods to be found by using the Nexus "search" function on the term "iron sights".
+
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" fileSearch 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 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>
 
  
 +
<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.
  
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
+
* 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.
  
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
+
* 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.
* 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 characterIn 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 screen. It 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 visibleThis is adjustable and there are actually a number of inter-related FOV settings.
+
:* Solution-2: Not much can be done about itAs most of the time these are "transient" temporary issues, it's best to just ignore themIf it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping.   
: 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.
+
:: 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 usesIf the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct texturesCase 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 replacementsAlways check both the general mod description and that of the individual files.
  
: 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: 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.
  
:* 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:
+
* CauseConflict between "[http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch - YUP]" and any mod that replaces the mesh for the Authority Glasses.
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
+
:* 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.
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
 
  
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
+
<span id="Issue: Blood Decal Duration"></span>
::* [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'''.
 
  
:* 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.
+
=== Issue - Blood Decal Duration ===
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
+
Adjust how long the "decals" of blood spatter remain on things when they take damage.
 +
* 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.
 +
:* 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.
 +
:: 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>
  
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
+
[Decals]<br>
=== Issue - Aiming - Disable Auto Aim or not ===
+
''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).
* 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).
+
</div>
: 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 negligibleUses the following values (default = FalloutNV):
+
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
+
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
+
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 about. The 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.
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
+
* Cause: This is by designThe 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 explodedA 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: [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: 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:
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
+
::* "Limb Explosion chance"
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
+
::* "Limb Dismemberment Chance"
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
+
::* "Limb Dismemberment Chance"
::* fVATSH2HWarpDistanceMult: 0.100000  (default 0.270000)
+
::* "Explosion Strength"
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
+
::* "Projectile Strength"
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
+
:: 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.
::* 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.
+
<span id="Issue: BobbingNPCs"></span>
:: 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.)
+
=== 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.
  
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
+
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
+
:* 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.
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.
+
:* 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:
: 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).
+
<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>
  
: 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.
+
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
 
* 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]
+
=== Issue - Body Replacer - Big Head or Hair bug ===
: 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.
+
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.
  
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
+
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.
  
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
+
<span id="Issue: Body Replacer - Custom Body Types"></span>
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.
+
=== 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.)
  
* Cause: This is a bug in some animations.  It is particularly noticeable with the "plasma rifle".
+
* Cause: Install failures, usually from not understanding what is involved.
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" fileSearch 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.
+
:* 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 separateThere are separate mods for Males and Females or other Custom RacesRefer to the specific body mod install instructions for specific details appropriate to that mod. But 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.
  
<span id="Issue: Animation Clipping"></span>
+
:: Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate modsMods 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 - Animation Clipping ===
 
A common problem is "clipping" of the hand/fingers gripping a weapon while aiming or reloadingSometimes 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.
+
:: 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 itIf 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.
:* Solution-1: Engage in [[# Mod_Conflict_Isolation|Mod Conflict Isolation]] to identify where the conflicts resideIdentify a consistent, readily determined example of the conflictIn  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 modificationsThen, gradually add and test.
 
  
* 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.
+
:: 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 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.
:* Solution-2: Not much can be done about itAs most of the time these are "transient" temporary issues, it's best to just ignore themIf 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 texturesCase 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 replacementsAlways check both the general mod description and that of the individual files.
 
  
<span id="Issue: AuthorityGlasses"></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 - 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.
 
  
* 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.
+
:: "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 optionsThere are three "universal compatibility skeleton" mods for FNV on '''Nexus''' designed to overcome this compatibility problem:
:* 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" filePlease 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.
+
::* [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/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 +
::: Read their descriptions carefully.
  
<span id="Issue: Blood Decal Duration"></span>
+
:: 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.
  
=== Issue - Blood Decal Duration ===
+
:: "Face mods" are yet another category subject to preferenceYou 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.
Adjust how long the "decals" of blood spatter remain on things when they take damage.
 
* 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.
 
:* 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 referenceThe remainder of each entry is informational only and should not be entered.
 
:: 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>
+
:: Some features, such as scars and tattoos, are part of the texture and not a separate addition.  Others 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.
''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>
+
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to installSometimes they require using the GECK to add their mesh and textures to the "head" modRead their installation instructions carefully before choosing.
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
 
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 about.  The 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.
 
* Cause: This is by designThe 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:
+
:: FAQs:<br>
::* "Limb Explosion chance"
+
:: Q: What are the common male body replacers?  Female ones?<br>
::* "Limb Dismemberment Chance"
+
:: 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:
::* "Limb Dismemberment Chance"
+
::: Males:
::* "Explosion Strength"
+
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
::* "Projectile Strength"
+
:::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay and 7thNighthawk'''.
:: 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.
+
:::* [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: BobbingNPCs"></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 - Bobbing NPCs ===
+
::: Females:
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.
+
:::* [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'''.
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
+
:::* [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.)
:* 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.
+
:::* [http://www.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
:* Solution-1b: There is a trade off between ''player foot dynamic placement'' efficiency and the absence of foot bouncing glitches for NPCsIt eliminates NPCs bouncing glitches almost entirely, but also makes ''player dynamic foot placement'' work slightly worse.
+
:::* [http://www.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
:: Set these lines in either "FalloutPrefs.ini" or "FalloutCustom.ini" to the following:
+
:::* [http://www.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
+
:::* [http://www.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''.  (FO3 version) Not ported to FNV.
[FootIK]<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
fOnOffGain=0.01<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
bFootPlacementOn=0<br>
+
:::* [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.
fPelvisUpDownBias=0<br>
+
:::* [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.
fPelvisOffsetDamping=0<br>
+
:::* [http://www.nexusmods.com/fallout3/mods/5326 Type V Female Body and Armor Replacer] by '''Luchaire'''.  ('Dimonized' FO3 version) Not ported to FNV.
fOriginalGroundHeightMS=0
+
:::* [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.
</div>
+
:::* [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.
:* Solution-1c: Disable ''FootIK'' completely.
+
:::* [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.
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
+
:::* [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".
[RagdollAnim]<br>
+
:::* [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.
bFootIK = 0
+
:::* [http://www.nexusmods.com/newvegas/mods/65697 Type C Body Replacer] by '''Cytiene/AusAllerWelt'''.
</div>
+
:::* [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 - Big Head / Hair bug"></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 - Big Head or Hair bug ===
+
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
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.
+
:: 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.)
  
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
+
:: Q: What about clothing and armor compatibility between body types?<br>
: 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 BSAIt's a quirk of the game engine.
+
:: 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.
:* Solution: Package the modded loose files into a BSA when done.
+
::: "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 crashesBut you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
:: 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" extensionThere 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.
+
::: 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 luckFor 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 whateverThose 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.
:: 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.
+
::: 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.
  
<span id="Issue: Body Replacer - Custom Body Types"></span>
+
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
=== Issue - Body Replacer - Custom Body Types ===
+
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
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.)
 
  
* Cause: Install failures, usually from not understanding what is involved.
+
: 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.
:* 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 mod.  But 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.
 
  
:: 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.
+
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
  
:: 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.
+
=== 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.
  
:: 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 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'') 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 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.
+
* 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 chosenThey 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 headsThe 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" pageNote that some require MANUAL installation.
  
:: 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.
+
: The following is taken from the description on the "Mojave Delight for Type3" download page:
 
+
<blockquote>
:: "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 correctlyWithout 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:
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
::* [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").
+
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
+
background-color:#333333;padding:3px;
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
::: Read their descriptions carefully.
+
">
 +
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>
 +
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
 +
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
 +
<br>
 +
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
 +
<br>
 +
Therefore, in order to change eye colors without CTD you MUST:<br>
 +
1) PUT ON A VANILLA HAIR STYLE FIRST then<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 GECKThe 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'''
  
:: Because the head is separate from the body, that means it too can have custom versions of it's mesh and texturesIn 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.
+
* 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 toTrying 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.
  
:: "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.
+
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
  
:: 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.
+
=== Issue - Body Replacer - Custom Race skin mismatch ===
 
+
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.
:: 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.
+
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
 +
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
 +
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
 +
:: 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.
 +
 
 +
:: 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.
 +
 
 +
:: 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.
 +
 
 +
:: 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.]]
  
:: FAQs:<br>
+
<span id="Issue: Body Replacer - Default/Vanilla"></span>
:: Q: What are the common male body replacers?  Female ones?<br>
+
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
:: 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:
+
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.
::: 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>
+
* 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 armorThere are some mods which provide alternative "underwear", but these are also integrated into the texture.
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt sizeAll 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".
 
  
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
+
:* 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 appendagesThey are the same resolution (1024x1024) as the vanilla "race" files they replace.
:: 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.)
 
  
:: Q: What about clothing and armor compatibility between body types?<br>
+
:* Related:
:: 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 texturesAnd 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.
+
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''.  Female FaceGen presets only.
::: "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 fileThe 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.
+
::* [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.
::: 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 badlyAs always, read the documentation carefully.
+
::* [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'sUnderwear, nude and "erect" versions.
::: 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.
+
 
 +
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
  
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
+
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
+
* 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 here.  Use 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] (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).
 +
::* 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.
  
: 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: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
 +
:* 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 FCO.  Be sure to check the download pages for any mods already installed for "compatibility patches" for FCO.  Be careful as to which version of FCO each patch is designed to work with.
  
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
+
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
  
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
+
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
+
* 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 mods.  Finally 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.
  
* 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: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></span>
 +
=== Issue - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
 +
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 eyesThis often is related to attempts to use both FCO and "Fallout New Vegas Redesigned" (FNVR; similar goal) in combination.
  
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
* Cause-1: Mod conflict with FCO. Note the older version (v2.3.1) is available on the same download page under "Old Versions".
<blockquote>
+
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
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>
 
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
 
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
 
<br>
 
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
 
<br>
 
Therefore, in order to change eye colors without CTD you MUST:<br>
 
1) PUT ON A VANILLA HAIR STYLE FIRST then<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 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.
 
::* [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.
+
* 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-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.
+
: 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)].
* 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.
 
  
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
+
:* 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.
 +
::* [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.
  
=== Issue - Body Replacer - Custom Race skin mismatch ===
+
<span id="Issue: Body Replacer - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
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.
+
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
+
'''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 instructionsEven so, many people have had problems with crashes and performance in heavily modded games.
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
 
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
 
:: 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.
 
  
:: 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.
+
* 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.
 +
: 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.
  
:: 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: 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.
 +
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
  
:: 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.
+
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
 +
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
 +
* 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.
 +
:* 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.
  
:: 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 - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></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 - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
+
Many people have had problems getting this to installThe following needs to be understood.
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 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.
+
* 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.
 +
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
 +
* BoG is not itself a "body replacer" mesh.
 +
* 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: 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.
+
* 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.
 
+
:* Related:
+
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''. Female FaceGen presets only.
+
#: Remember to '''Merge''' instead of "replace" them when installing.
::* [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.
+
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable. Examples by '''Exeter''':
::* [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.
+
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
 
+
## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
+
## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
 
+
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
+
#: Remember to '''Merge''' updates/patches, not "replace".
* Cause-1: Usually the problem is not understanding or following the installation instructions.
+
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
: 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.
+
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
: 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.
+
# Check "I have installed Invalidation myself and it works perfectly."
:* Solution-1: Make sure you have complied with the following requirements:
+
# Click through the FOMOD installation and choose your options. Click Install.
::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (currently 5.1b4).
+
# After install, it will give you errors like these:
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
+
#:: Unable to install default meshes.
::* Have the official "Old World Blues (OWB)" DLC installed and active.
+
#:: Unable to install (Selected) Body Mesh.
::* 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.
+
#:: Unable to install default textures.
::* Only install optional components of FCO you actually need. When in doubt, don't. You can add them later.
+
#:: Unable to install textures for (Selected private parts).
::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
+
#:: Unable to install (Selected Raider) textures.
::* 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.
+
#:: Unable to install Sleepwear meshes.
 +
#:: Unable to install default textures for Sleepwear.
 +
#:: Unable to install (Selected) texture for Sleepwear.
 +
#: 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.
 +
## 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.
  
* 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.
+
<span id="Issue: Body Replacer - Type 6M?"></span>
:* 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 FCO.  Be sure to check the download pages for any mods already installed for "compatibility patches" for FCO.  Be 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>
+
=== Issue - Body Replacer - Type 6M ===
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
+
Problems getting this body replacer to work correctly.
* 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 mods.  Finally 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>
+
* 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 - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
+
:* 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:
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/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.
 +
::* [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.
  
* Cause-1: Mod conflict with FCO.  Note the older version (v2.3.1) is available on the same download page under "Old Versions".
+
<span id="Issue: BrokenHitIndicator"></span>
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
+
=== 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-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].
+
* 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.
: 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)].
+
:* 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.
  
:* 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.
+
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
::* [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>
+
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
+
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.
'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" modThis can be done successfully, but requires close adherence to the '''FNVR3''' install instructionsEven 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 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.
+
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
: 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.
 
  
:* 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.
+
:* 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]):
:: Qwinn has authored two articles to supplement QRNVR3:
+
::<pre>
::* [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.
+
::: prid 14
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
+
::: enable
 +
</pre>
 +
:: and close the console.
  
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
+
<span id="Issue-WonkyTextures"></span>
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
+
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
* 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.
+
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
:* 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: "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.
 +
 
 +
<span id="Issue: Disable Map Markers?"></span>
 +
 
 +
===Issue - Disable Map Markers===
 +
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
 +
* 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'''.
  
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
+
:* 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 location.  Then click the "OK" button, and save the file.
  
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
+
:* 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.
Many people have had problems getting this to installThe following needs to be understood.
 
  
* 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.
+
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
 
* BoG is not itself a "body replacer" mesh.
 
* 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.
 
  
* 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.
+
=== Issue - Distant terrain or LOD flickers rapidly ===
+
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
+
* 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 changes. This 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.
#: Remember to '''Merge''' instead of "replace" them when installing.
 
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable.  Examples by '''Exeter''':
 
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
 
## [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]
 
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
 
#: Remember to '''Merge''' updates/patches, not "replace".
 
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
 
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
 
# Check "I have installed Invalidation myself and it works perfectly."
 
# Click through the FOMOD installation and choose your options. Click Install.
 
# After install, it will give you errors like these:
 
#:: Unable to install default meshes.
 
#:: Unable to install (Selected) Body Mesh.
 
#:: Unable to install default textures.
 
#:: Unable to install textures for (Selected private parts).
 
#:: Unable to install (Selected Raider) textures.
 
#:: Unable to install Sleepwear meshes.
 
#:: Unable to install default textures for Sleepwear.
 
#:: Unable to install (Selected) texture for Sleepwear.
 
#: 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.
 
## 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>
+
* 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.
 +
: 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.
  
=== Issue - Body Replacer - Type 6M ===
+
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></span>
Problems getting this body replacer to work correctly.
+
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
 +
Also sometimes referred to as a "vortex on junk" or "compacting of cell contents".
  
* 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.
+
* 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'''.
:* 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:
+
:* 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.
::* [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-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.
::* [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-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.
::* [http://www.nexusmods.com/newvegas/mods/45505/? T6M Equipment Replacer NV] by '''Izumiko'''. Type 6M Clothing and Armor.
+
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
:: Don't forget to toggle "ArchiveInvalidation" off-and-then-on again after installing new textures.
+
::* 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.)
  
<span id="Issue: BrokenHitIndicator"></span>
+
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
=== Issue - Broken Square/Hit Indicator ===
+
::* 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.
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.
+
::* 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.)
  
* 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-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
:* Solution: Go to "settings" [SIC] and change your texture size to "High".
+
:: 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''':
:: 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.
+
<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>
  
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
+
* 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.
  
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
+
<span id="Issue: Female Character strafing left modelling glitch"></span>
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.
 
  
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
+
=== 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).
  
:* 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]):
+
* Cause: Why the problem persists through a re-install is unknown.  However, the cause appears to be related to the "left movement" animations used.
::<pre>
+
:* 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.
::: prid 14
 
::: enable
 
</pre>
 
:: and close the console.
 
  
<span id="Issue-WonkyTextures"></span>
+
<span id="Issue: FPVCameraBug"></span>
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
+
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
+
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: "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.
 
  
<span id="Issue: Disable Map Markers?"></span>
+
* 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.
  
===Issue - Disable Map Markers===
+
:* 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.
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
 
* 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 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.
 
  
:* 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 location. Then click the "OK" button, and save the file.
+
:* 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.
  
:* 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.
+
<span id="Issue: Fisheye"></span>
  
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
+
=== Issue - Fisheye lens effect in 3rd Person ===
=== Issue - Distant terrain or LOD flickers rapidly ===
+
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.
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
 
* 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 changes.  This 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: There is no single solution that applies to every system, and some of these effects cannot be resolved by the playerSee 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 helpAn 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.
+
* 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 20The game is unplayable with the FoV this low; but it makes for better character screenshots.
: 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.
+
:* 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 otherThe 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.
:* [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.
 
  
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></span>
+
<span id="Issue: Flickering Shadows on grass"></span>
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
 
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'''.
+
=== Issue - Flickering Shadows on grass ===
:* 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.
+
* Cause: Video settings issue.
* 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: Any one or combination of the following may work:
:* 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.
+
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panelHDR 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.
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
+
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
::* 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.)
+
:# 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.
  
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
+
<span id="Issue: Floating objects"></span>
::* Go into '''FNVEdit''' and change the cleaning setting "set z -<some high number>" (ex: -3000) and TURN IT OFF.
+
===Issue - Floating objects===
::* Reclean your mod.
+
Some objects in a cell "float" above ground level.
::: (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.)
+
* 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.
  
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:  
+
<span id="Issue: Head clipping through hair"></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''':
 
<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.
+
=== Issue - Head clipping through hair ===
:* 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.
+
* 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: Female Character strafing left modelling glitch"></span>
+
<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.
  
=== Issue - Female Character strafing left modelling glitch ===
+
*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.
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).
+
:* Solution-1: You may want to experiment with changes to the "interior buffer size" settingStart 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".
  
* Cause: Why the problem persists through a re-install is unknownHowever, the cause appears to be related to the "left movement" animations used.
+
:* Solution-2: The problem in the offending plugin has to be resolved by the authorIn 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.
:* 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>
+
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
=== 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.
+
<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.
  
* 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 personThe 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 11.7The same problem has also been referenced in the "Enhanced Camera" comments without attributing it to YUP.
+
:* 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 companionThey may end up without their current inventory: losing everything you gave them to carry and reverting to their starting equipmentIt might also interfere with some of their quests as well, which is why it's the least preferred solutionFollow 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".
  
:* 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.
+
<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.
  
:* 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.
+
* 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: Fisheye"></span>
+
<span id="Issue: LightingExteriors"></span>
  
=== Issue - Fisheye lens effect in 3rd Person ===
+
=== Issue - Lighting - Exteriors at night ===
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.
+
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: 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.
+
* 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: 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.
+
:* 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.
  
<span id="Issue: Flickering Shadows on grass"></span>
+
=== Issue - Lighting - Mod makes the Sun too bright off surfaces ===
 +
[Formerly "Issue - Mod makes the Sun too bright off surfaces".]
  
=== Issue - Flickering Shadows on grass ===
+
Symptom: Note this is not "sun glare", which is when you look directly at the sun in game.
* Cause: Video settings issue.
+
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 settingsThis appears to be by design.
:* 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 FPSSome feel Bloom makes the sky seem overly bright but doesn't have the FPS hitNLE 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>
+
* Cause-1: Lighting mods make adjustments to various lighting values, resulting in uncomfortably bright reflections off some surfacesSometime these are by way of tweaks to the INI file, and sometimes controlled "in-game".
===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 gameThe 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>
+
:* 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 - Fog effect around the Vegas Strip ===
+
:: Some mods intend you to use hats and sunglasses to mitigate the effectChanging the facing direction may also have an effect.
* 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 VegasThe weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
+
:: 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: 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>
+
:* 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.
=== Issue - Head clipping through hair ===
+
:: 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.
* 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>
+
:* 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.
=== Issue - Interior cell portions not visible ===
+
::* [View Distance] (Page 7)
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.
+
::: 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.
  
*Cause: Mod conflict with more than one attempting to modify the same interior cellOften 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-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.
:* 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 elsewherePlease see the "[http://www.tweakguides.com/Fallout3_10.html Memory, Loading & Multi-threading]" entry in the TweakGuides.com "Fallout 3 Tweak Guide".
+
:: 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-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.
+
* Cause-2: Your monitor brightness/gamma is too high.
  
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
+
:* 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: Invisible Companion"></span>
+
<span id="Issue: Missing textures/walls"></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: Missing textures/walls"></span>
 
 
=== Issue - Missing textures or walls ===
 
=== Issue - Missing textures or walls ===
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).
+
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
 
* Cause: Mod conflict
Line 2,665: Line 2,783:
  
 
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
 
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
=== 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 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: Naked NPCs (missing armor or inventory)"></span>
 
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
Line 2,906: Line 2,999:
 
:* 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-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.
+
:* 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}}
 
{{xEdit Exclusivity}}
  
Line 2,968: 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 2,975: 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 3,078: 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 3,481: Line 3,585:
 
: Symptoms: A "Command Prompt" Window appears to flash briefly with the message:<br>
 
: 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>
 
<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 FNVEdit."</p>
+
< 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.
 
: This message may also appear in a NVSE logfile.
  
Line 3,788: 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 3,910: 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 3,920: 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 3,955: 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 3,965: 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 3,995: 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 4,049: 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 4,088: 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 4,110: 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 4,145: 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>

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.
  • To activate the "Sheson patch", Add the following before the "[Logging]" section of the "nvse_config.ini" file:
Using a size of "240" or "256" is suggested if you are not using FNV4GB or some other means to utilize the maximum ~4GB of game memory. Too small or too large a heap size causes problems. Keep it under "500" (i.e. "496"), and in multiples of 16. Skyrim SKSE users may be aware of a "scrapheapsizeMB=" setting. This is carried over to NVSE, but is not used in the FNV game engine. Remember, nothing is "free memory". Everything you assign to a "heap" is no longer available to the game itself.
See also entirety of the Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu" in this guide.
For help interpreting an error log, please see the How to read most Bethesda game error logs wiki article.


05. Did the mod need to be added to Mod Configuration Menu (MCM) / One HUD (oHUD) / User Interface Organizer (UIO)? (Those mods need to see it when they are installed. See the wiki article HUD-UI-Menu issues and re-install them.)
06. Is your version of Windows 32 or 64-bit? (32-bit may require BOOT.INI changes to use more than 2GB of memory. See this 2-4GB game memory limits and solutions article.) FNV is a 32-bit game, so you need the 32-bit versions of any downloadable tools or libraries, like "C++ Runtimes" or "DirectX drivers" installed on your 64-bit system. 32-bit libraries are not interchangeable with 64-bit versions. They install to different locations. There is a reason MS makes both versions available.
07. Are you using a FNV4GB Loader such as 4GB Fallout New Vegas Updated or an LAA flag Patcher like FNV 4GB Patcher? (Increases available memory. But see the previous question about 32/64-bit Windows. It's related.) Did you turn off any "anti-virus" checking software before patching? (They see any attempts to alter programs as "malware".)

How can you tell if the 4GB Patch is working?
The JIP LN NVSE Plugin has a function which can be run from the console: "GetIsLAA" (not case sensitive).
Possible return codes:
  • 0=patch is not applied
  • 1=patch was applied to the executable, but extra memory is not being allocated
  • 2=successfully allocated extra memory from the patch and is fully working.
If "GetIsLAA" is returning code "1", try running the game from a "local administrator" account. If that is succesfull, you need to move the game install location out of the "C:\Program Files" folder tree, or correct the "permissions" on the folder you moved it to, as you are going to have other problems down the road. Please see the wiki "Installing Games on Windows Vista+" article for details.
Alternatively: if the Windows "Task Manager" indicates the "FalloutNV.exe" program has more than 2GB (2,000,000KB) of "Memory (Private Working Set)", then the 4GB Patch is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn't needed that much memory as yet.

08. Are you using an ENB preset? (Alters the graphics environment, including INI changes.) If you aren't sure, then probably not. This is a "third party tool" you would have to manually add. You should wait until you have a stable game before adding a "post-processor" like it to the mix.
09. Are you using Reshade/SweetFX? (Alters the graphics environment, including INI changes.) You should wait until you have a stable game before adding a "post-processor" like it to the mix.
10. Check the game graphic & ENB/SweetFX options do not conflict with video driver settings. (Anti-aliasing, ambient occlusion, anisotropic sample size, v-sync, anything else that is mentioned.) If you didn't install either of these then the question does do not apply.
11. Are you using LOOT to sort your mod "load order" (LO)? (Reduces mod conflicts.) If you don't like LOOT's results, or wish total control over your LO, see the wiki article Load order and you for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.

It's always useful to post your "Load Order" (LO) with your problem description. (Use the "Special BBCode" button in the Forum "Reply" menu bar to put the LO in "Spoiler" tags. See the article How to markup images (etc) in forum posts and comments.) Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and (depending upon where you took the shot) may not show the actual "load order". LOOT can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar. Current Tome of xEdit online documentation here.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap". LOOT provides both numbers: active and total installed.

12. Do you have more than 130 active plugins in your LO, or more than 140 plugins installed (active or not) in the game DATA folder? The game can have problems with anywhere from roughly 130-140 active, or too many installed, depending upon your system. This may manifest in any number of strange ways to include apparent missing meshes and textures that were there before, along with CTDs.
13. If you are having a "red icon" problem, see the ArchiveInvalidation (by Manager) sub-topic.

  • When in doubt, it will never harm things to try toggling "ArchiveInvalidation" off and then on again.

14. Are you missing any of the "game fixer" mods? See the Issue: Vanilla game bugs sub-topic for a list of specific recommendations.

15. If any LOD files (distant landscape terrain) have been added, re-run TES4LL (from Nexus Oblivion or GitHub). 'TES4LL is used to "fix up" LOD/VWD mesh files, and works along with FNVLODGen. The VWD/LOD Overview page includes a basic batch file for assistance in automating the TES4LL process. Edit in the following parameters in the "tes4ll_make_..." files for FNV:
... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...
  • A more recent alternative to TES4LL is xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL by sheson, an updated version of the basic xLODGen tool (of which FNVLODGen is a game specific implementation) which now has the option to generate LOD meshes and textures "exactly" like the CK. Read at least the first post instructions carefully. Specifying an "output file" should be considered mandatory.
See the TESTG site for a glossary of terms and descriptions of/links to these and other utilities.

16. If the LO has changed, re-run FNVLODGen after LOOT. (Rebuilds LOD quadrants (quads), which are "load order" dependent.)
17. Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki tutorial Missing Masters. There is full documentation of FNVEdit (for both FO3 and FNV) in the online docs Tome of xEdit and the downloadable PDF FNVEdit Training Manual.
18. Are you using a Wrye Flash Bashed Patch or a manually created "merge patch" file? (Resolves record level conflicts.) See S.T.E.P. Merging Plugins Guide which covers both approaches, or the video Making a Merge Patch by Roy Batty for the "merge up" approach. (Use of "Mod Organizer" is not required.) Use the Wrye Bash Pictorial Guide to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.
19. If you are using "Wrye Flash" to create a "Bashed Patch", have you gotten all "green" checkboxes for all your mods? See the first post in the pinned thread Fallout New Vegas Beginners guide to modding by gromulos.
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file? Rebuild the "merge" file.
21. Did any system or driver updates occur? (Third party processes might be the cause if nothing else changed.)
22. Does your hardware meet the game's minimum requirements?
23. Have you tried running the game in "windowed mode"? This has been known to unexpectedly fix CTDs and "out of memory" errors on some older hardware. If you prefer the "borderless" version of "windowed mode", install New Vegas Script Extender (NVSE) and use the One Tweak for FNV mod.

Alternatively, there are free third-party tools that run games (not just FNV) in "borderless windowed mode", such as Borderless Gaming.

24. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering.
25. Finally, the problem might be an overheating hardware component. This usually shows up after a period of time which is typically fairly consistent but unpredictable as to when it manifests. Try installing and keeping an eye on a temperature monitor, such as Speedfan (freeware). Your motherboard manufacturer probably has one available as well. And it never hurts to clean out any dust collecting in the computer case. Be sure to block any fans from rotating when you blow it out, so they don't send any unfiltered power surges through the system.

ArchiveInvalidation by Manager

"ArchiveInvalidation" (AI) is a method by which the game is told to look for "loose files" in preference to those in the vanilla BSA files. This is the reliable method to get a mod's own texture and mesh files utilized, assuming you have properly installed those "assets". This post on manual invalidation explains the problem and history quite well.

Check you have "ArchiveInvalidation" (AI) enabled. You may need to "toggle" it off and then on again.

(For links to tutorials and documentation for the individual mod managers, please see the 'Mod Managers' section of the wiki "FNV General Mod Use Advice" article.)

  • Open your mod manager.
  • Mod Organizer (MO): Select your "Profile". Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog. Close the mod manager.
Some have found "AI" more difficult to get working in MO. In these cases the following steps are suggested:
1. In MO Settings 'Workarounds': uncheck 'Force-enable game files'.
2. Get a copy of "Fallout - AI!.bsa" (From FOMM or NMM) and copy it to your "Data" directory. (Basically this is an empty BSA file.)
3. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the "Fallout - AI!.bsa" to the top of the list.
4. Try "Automatic Archive Invalidation" in the Profile both OFF and ON.
  • Fallout Mod Manager (FOMM): Depending on the version you have, find "Archive Invalidation" either under the tools tab or find the button "Toggle Archive Invalidation".
  • Nexus Mod Manager (NMM) or the newer Fallout Mod Manager - Forked (FOMM-Forked): if there is a "check mark" shown next to "Archive Invalidation", remove it and close the mod manager. Open the mod manager, open the "Tools" and place a "check mark" next to "Archive Invalidation".
    If there is not a "check mark" next to "Archive Invalidation", place one there and close the mod manager.
  • Vortex: the new "official" Nexus mod manager handles "Archive Invalidation" with an extension called "Gambryo Archive Invalidation". It's enabled when Vortex is installed, and it works automatically for certain Bethesda games.
It now has a dedicated button on the Vortex dashboard.
Per the author Tannin here:
Note that Vortex is now in "Production Release" state, meaning it is "stable", "feature complete", and "bug free" for the majority of users, but bugs may still be found and dealt with. See the Nexus news article for details. Please report problems to the Vortex Forum.
  • Wrye Flash (WF): click on the "Installers" tab, then right-click on the "Package" column header (gray bar) and click to place a "check mark" on the "BSA Redirection" context menu entry. Then right-click on the "Package" column header again and select "Anneal All".
  • If you don't use a "mod manager", you should. But there are mods out there that provide the same "BSA Redirection" functionality (the currently more effective form of "ArchiveInvalidation") as an addon.
  • If a mod manager's AI doesn't seem to be working, check the INI files under "[Archive]" for the "bInvalidateOlderFiles=" setting. Try switching the value between "=0" and "=1". (Some seem to need it one way, and others the opposite.) See also the wiki article Archive invalidation for details on where the "fake bsa" file needs to go in the "sArchiveList=" line.
  • Note that various mod managers can implement "BSA Redirection" in the same way, but be using different BSA filenames. This filename gets inserted in the INI files (under the "[Archive]" section in the "sArchiveList=" setting string of files) using variation names such as "Fallout - AI!.bsa", "Fallout - ArchiveInvalidation.bsa", etc. If you switch mod managers, make sure your INI files are using the correct filename as that manager is expecting. In general this file is placed first or second in the "sArchiveList=" list.
If you are using the JIP LN NVSE Plugin optional "FalloutCustom.ini" file to override the standard INI file settings, make sure it has been changed as well.

Mod Conflict Isolation

If you have to isolate a mod conflict, try first "disabling" half your mods, and testing. If the problem disappears, then you know the mod conflict lies in the "disabled" half of the mods. Re-enable half of the "disabled" half of the mods (i.e. now down to 1/4 of the total) while disabling the entirety of the other (previously enabled) half, and test. Keep repeating this "halving the remainder" process until you have narrowed it down to the mod that causes the problem only when it is active. This is the quickest way to isolate a problem mod.

Whenever you "disable/deactivate/uninstall" a mod, make a "clean save" file before testing the result. For FNV a "clean save" from an existing game save seems to be just a "full save" file (not a "quick save") that has been loaded, displayed the "missing content" message for the disabled plugin(s), and you continued on into the game; and then waiting about 10 seconds for scripts to initialize before saving again. This is a minimal clean save procedure. (If you appear to still have "residue" remaining after trying this procedure, try the more complete process laid out in the Tes4Mod:Clean_Save procedure for Oblivion.) However, it is usually preferable to test using a "new" game "full save" file from just after you create a "new" character with a different name. This avoids the possible issue of any corruption or problems "burned into" the save file.

Please see also the 'Fourth Rule: Reloading "save game" files' section of the wiki FNV General Mod Use Advice article.

If disabling mods does not pin down the culprit, then you have to uninstall them to completely remove their influence, because they overwrote something which is causing the problem. You can use the same "halving" technique but often it will be quicker to just uninstall everything and start over from a "vanilla" game that you have tested has no problems.

If you uninstalled and re-installed the game but even without mods it crashes on startup, likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder. The game places your specific versions of the Fallout and FalloutPrefs INI files there, along with your "save games". Try renaming the "Users" folder INI files first. I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old", but it can be anything. 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. Then if that fails: move the "saves" elsewhere, delete that FalloutNV folder's content, and re-install again. If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree. See Installing Games on Windows Vista+ for the rationale and guidance. (Actually, you should move your game from the default location regardless, but I realize this is unwelcome advice to most people. It is still the single best "fix" you can do for yourself. Read that article.)

When the above is not sufficient to resolve your problem, please report what steps you have tried so we don't waste time suggesting you repeat something. In such cases, report the actual steps: not just "I followed the guide". We need to know you didn't miss or misinterpret something.

It's always useful to post your Load Order (in "Spoiler" tags. Use the "Special BBCode" button in the Forum "Reply" menu bar, just to the left of the "Fonts" pick-list). Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and make it difficult to determine if you have too many plugins. LOOT can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap".

Towards Game Stability

  • The videographer GamePoets has recently (30 Oct 2018) released a definitive 12:11 minute Performance & Stability Guide YouTube video for "Tale of Two Wastelands (TTW)" covering many of the suggestions in this article. However, while it does not conflict with any advice here and works just as well for FNV, it also does not cover quite as many options. It does make an excellent and recommended starting point for initially dealing with such issues.
  • If you want a stable game, don't make any changes to your setup once you start playing and making "save game" files. Even updates to current mods run the risk of making things unstable after the point they are added. If you do update, ensure you know which save to revert to prior to that update if it goes wrong, and test it thoroughly immediately.
  • Removing a mod that has stored some elements in a "save file" will leave residue (even with a "clean save") that can cause problems down the road. In particular you have to watch out for mods that use scripts to permanently change form and leveled lists (such as, purely as an example, the popular Millenia's Weapon mods). This is not, in and of itself, a bad thing as there are compatibility advantages to using this "script" technique. Such mods usually point this out in their description. But it is something to pay attention to when experimenting. It's better to find out what causes problems before you start to play in earnest. The general rule is: NEVER remove a mod from your load order once you have it in a "save game" file unless you are prepared to start over at some (possibly considerably) later point.

Solutions to Starting the game problems

Issue - After moving game from the default install location FNV4GB fails to launch

The FNV4GB.log looks similar to the following when trying to launch it:

The "Executable name" (3rd line) points to the correct location. The registry key "HKLM\SOFTWARE\Valve\Steam" value "InstallPath" (9th line; value content shown in 11th line) does not.
  • Cause: The registry has not been properly updated.
  • Solution: Running the vanilla EXE launcher (from the Steam Client or 'FalloutNVLauncher.exe') first after moving (at least once) updates the registry addresses. After that FNV4GB will work correctly.

Issue - Application load Windows errors

  • Cause-1: Specifically error codes: "P:0000065432" or "5:0000065434" indicatea problem with the Steam Client.
The "P:" prefix seems to show up when the Steam Client is not running.
The "5:" prefix appears to occur when starting the game from it's EXE (such as the Launcher or the "FalloutNV.EXE"), but then it fails to locate the Steam Client executable on local disk even though it is already running and loaded into memory. Which seems to be confirmed as it disappears when the SteamClient.exe (and only that one file) is placed in the game root folder.
Both instances produce the same "error code" message with only the prefix different.
  • Solution-1a: The Steam Client may be in "Offline" mode and minimized to the system tray, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
Note that the Steam Client is what displays the "Library", "Store", etc. It is a separate piece of software from "the game" and performs the authentication that your copy of the game is legitimate.
  • Solution-1b: Sometimes all that is needed is to open the "Task Manager" (<Ctrl+Alt+Del> or right-click on the "Task Bar" | "Start Task Manager"), switch to the "Processes" tab, and right-click the "image name" Steam.exe task and select "End Process Tree". Then restart the game again.
  • Solution-1c: When this occurs with the "FalloutNVLauncher.exe" file (whether or not after installing NVSE), some people have found that COPYing the Steam.EXE file (usually located in the "<install path>\Steam\" folder), into the game root folder (i.e. along with the game and NVSE EXE files in "<install path>\SteamLibrary\steamapps\common\Fallout New Vegas"), resolves the problem.  This copy of Steam.EXE may need to be updated as well after the Steam Client has updated.
  • Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
  • Solution-2: In all three INI files, under the "[General]" section set the following values:
bUseThreadedAI=1


 

and add the line:
iNumHWThreads=


and set that to however many cores your processor has. Note this added line is not a "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone in general. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".

  • Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" Application Error: "Exception code: 0xc0000005".
Generally this error code means the program is trying to access protected memory or outside of the space allocated to it. It's one of the most common OS errors seen. In this case the game is failing to start as a result.
  • Solution-3a: The Nov 2016 Win10 updates should fix any WDDK based issues with video drivers or previous updates. Try applying system updates first.
  • Solution-3b: See the article Exception Error Code 0xc0000005 Fixed on Windows 7 & 10.
  • Solution-3c: See the article How to fix error code 0xc0000005 under "application was unable to start correctly" for other things to do to fix it.
  • Solution-3d: The mod New Vegas Tick Fix (NVTF) was developed to correct specific problems encountered with Windows 10 as an alternative to the older "New Vegas Stutter Remover (NVSR)". Among it's NVTF.INI file settings is the entry "bInlineCommonFunctions=". Some have reported that disabling this entry ("=0") corrects this specific error, particularly if it occurs after the game has started.
  • Cause-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes. The TomsHardWare site has a good list of these. But when the problem only occurs with FNV on a Windows 10 or later system, the most likely reason is due to the age of the game. At the time it was released, the game was designed to look for DirectX9 files with specific versions in the file names. Later versions of DirectX might be "backwards compatible", but the file names are not the same and the game does not recognize them as being equivalent.
  • Cause-5: Generally this only applies if you are unable to get the game to start at all, ever. If it had been running but suddenly starts failing for no apparent reason, most likely it is due to something on the OS side that recently changed: a Windows Update, or a new video/ mouse/ sound/ keyboard driver. See also: Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU).
It is common advice to update video drivers, but manufacturers often stop testing for older game compatibility. Experience suggests you only update drivers when necessary to resolve a specific problem, and be prepared to "rollback" to an older driver version. Keep at least one version that is known to work "in reserve".
  • Solution-5a: If running the game in online mode through Steam, Set/Change Steam Compatibliity:
  1. Run the Steam Client and login online.
  2. Right-click on the Steam Icon, choose Properties, and if it is on, turn Compatibility off.
  3. Close out Steam Client entirely.
  4. Open Steam again it and attempt to load the game.
  • Solution-5b: If running the game in offline mode by launching from your computer desktop, or if setting "Steam Compatibliity" is not sufficient, Set/Change Windows Compatibility:
  • Note that the Windows 10 "Fall Creator's Update" (FCU, v1709; aka "RedStone 3") reportedly no longer requires this compatibility setting.
  1. Right-click on the Fallout: New Vegas launcher application (FalloutNVLauncher.exe) in the game root folder. (This is C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas (by default), but that location is not recommended. Please see the wiki Installing Games on Windows Vista+ article for why not and help on moving it.)
  2. Select Troubleshoot Compatibility.
  3. Choose the Troubleshoot Compatibility option.
  4. Check the box that says The Program requires additional permissions.
  5. Select Yes for the next window and then Test the Program.
  6. Choose Save these settings.
  7. Try to launch the game from your desktop again.

Issue - Black Screen on startup

  • Cause-1: Usually if the game "freezes" but doesn't CTD during the loading screens, it's due to a missing or incorrectly referenced "master file". Usually this is a file with an ESM extension, but less commonly might be one with an ESP extension. (It is a "flag" internally in the file header that makes a file a "master"; not the extension.)
A "missing master" problem can result just from a plugin being in the wrong sequence in the "load order".
  • Solution-1: Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki article Missing Masters for more detailed instructions.
In general, make sure all your ESM files are loaded first with the game ESM (FalloutNV.ESM) as the very first file and those of the DLC next in the order they were released:
  • FalloutNV.ESM
  • DeadMoney
  • HonestHearts
  • OldWorldBlues
  • LonesomeRoad
  • GunRunnersArsenal
    and then the "pre-order packs":
  • ClassicPack
  • MercenaryPack
  • TribalPack
  • CaravanPack
Mod EMS files should follow.
Use LOOT to get a basic sorted mod order. Note that some mods have ESMs that use the ESP extension, so if LOOT sorts them into the ESM group, leave them as it is determining that from the file headers and they really are flagged as ESMs.
  • Cause-2: A Black screen but you can hear sounds and the game seems to be running usually means you have too many plugins active. You can start to have problems anywhere with between 130-140 active plugins depending upon your system. Here "plugins" refers to both ESM and ESP files that are active in your "load order", or present in the game "Data" folder even if not active.
  • Solution-2: Try temporarily disabling enough plugins to get under the cap and see if that gets your screen back. If so, then you need to look into permanently reducing the active plugin count by means of a "bashed" or "merged" patch file, and "merged plugin" files. See the wiki article Merged Plugin Guidelines for Personal Use where the subject is discussed.
  • Cause-3: A Black screen but you can hear sounds and the game seems to be running could mean you have corrupted a HUD-UI-Menu XML file, or have installed a mod that overwrites one. This can usually be confirmed by loading the game without any active mods or "save game" (i.e start a new game). If the screen remains black, you have an XML file issue.
  • Cause-4: A Black screen with CTD (or hang) during the loading screens is usually an indication of a mod conflict or a dependent plugin (i.e. an ESP) loaded before a master plugin (i.e. ESM for the same mod). See the wiki article Missing Masters for more detailed instructions to check for these problems.
  • Solution-4a: Check the date/timestamp on the files in question. Even LOOT can occasionally set the times too close to each other when sorting. They need to have at least a full minute difference to not be considered "the same time" by the game. The ESP must have a later time than it's related ESM. You can use a "file properties" tool like Attribute Changer (freeware) to manually adjust any or all three timestamps (created, modified, accessed) on the files, or try manually moving files around in your mod manager. Note that no two files should have the same "modified" date/timestamp in your "load order" or other problems will arise.
  • Solution-4c: Installing HUD-UI-Menu mods in the wrong order can cause corruption of an XML file in a form of "mod conflict". Please see the wiki "HUD-UI-Menu issues" article.
  • Cause-5: A Black screen during the game loading screen with the rotating roulette wheel, and no sound might be a problem with the audio driver.
  • Solution-5: Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install. (These are often different from those available from "Microsoft Updates".)

Issue - Game freezing on launch after re-install

Thanks to Kitty Black (Purr4me) for the basis of the following in a reply to the Nexus Fallout New Vegas Technical Support thread "Game freezing at launch - I'm stumped":

Upon launching the game after re-installing, it freezes upon getting to the Main Menu screen (where you choose to either "start a new game" or "continue to play").

  • Cause: When you "change" the game executable to be "4GB/LAA aware", you are using an external program.
That external program is NOT part of the game's structure.
The registry values of the external program are hidden from the Steam and GOG game systems.
The registry retains the updated information BY that "third party" program (e.g. 4GB Patcher, NTCore, etc.); not by the game publisher entry.
Windows uses a "Prefetch", a hyperlink to that executable namesake. ("Prefetch" is an algorithm introduced in WinXP that helps anticipate cache misses (times when Windows requests data that isn’t stored in the disk cache), and stores that data on the hard disk for easy retrieval. See What is windows prefetch in windows 10? super-simplified for a basic explanation, or What is Windows Prefetch and Superfetch? for more details and tuning.)
Software cleaners, & uninstaller programs will not touch "Prefetch" files. (They saved in the "C:\Windows\Prefetch" folder with a ".PF" extension if you want to try deleting them.)
The "Prefetch" files do not belong to the games software nor installers programing.
Windows uses those hyperlinks on launch OR verifying valid updates to the executable.
The 4GB/LAA enabler is not part of the game so it's changes will override Steam and GOG systems "validation certificate", making them "invalid".
To bypass the system you need to update the certificate that is downloaded and currently being blocked from installing.
The Steam verifier will show at least 1 invalid or 1 file is in error. (That's the executable it downloaded.)
  • Solution-1: Do not tamper with the properties of the executable unless you know what you are doing.
  • If you just installed the game and the "Steam Client" Interface is running in "online mode", you will get access to the systems utility for certification. If a program refused to run, the utilities will be there in the file's properties menu to install certificates. Otherwise leave the software alone.
  • <Right-click> on the game executable file (FalloutNV.EXE), and bring up it's properties. Follow the instructions given.
  • If the "Steam Client" Interface is NOT running in "online mode" and the game is operational, you will NOT be given access to these utilities.
  • Solution-2: Delete the existing "Pre-fetch" files.
  • Run the "Steam Client" in "online mode".
  • Open the "Library" tab, and select "Properties | Local Files | Verify Integrity of Game Cache".
  • Once the files have been "verified" and updated, run the "FalloutLauncher.exe" BEFORE you patch the game for 4GB.
  • Solution-3: Corrupted Steam "ClientRegistry.blob" file.
  • Use the Windows "Task Manager". End all the Steam related tasks starting from “Steam Client Bootstrapper”.
  • Navigate to the location of your "Steam" folder (default is "C:\Program Files (x86)\Steam").
  • Locate and rename the "ClientRegistry.blob" file to another name such as "ClientRegistry.blob.old".
  • When you next restart Steam this file will be recreated.
  • If that still doesn't resolve the problem, return to that same directory, locate and run "Steamerrorreporter.exe", and relaunch Steam again.
  • Solution-4: Make a backup copy elsewhere first, and then delete the "Steam\AppCache" folder contents. It will be recreated when Steam next launches.
  • Solution-5: Ensure your "Time Zone" is set correctly. This can affect Steam's attempts to collect "real time" data.
  • Open the Windows "Control Panel | Date and time".
  • From the three tabs, choose “Internet Time” and click on “Change Settings”.
  • Check the dialogue box which says “Synchronize with Internet time server”. Click on "Update now". Click on "OK" after the time is updated successfully, and restart Steam.
  • Solution-6: Opening Steam in "Big Picture Mode" (Win10).
  • Right–click on the “Steam.exe” icon on the desktop.
Note: If you don’t have a "Steam" shortcut on the desktop, you can find the “Steam.exe” in the installation directory.
  • Select the “Pin to Taskbar” option from the "context menu" list.
  • <Right–click> on the “Steam” icon in the taskbar and select “Open in Big Picture Mode“.
  • Sign in to your account and press <Alt+Enter> to access Steam in Big Picture mode.
  • Open the Game and check to see if the issue persists.
  • Solution-7: Unplug any JoyStick. (The presence of one sometimes prevents a game from starting until it has been properly configured.)

Issue - GOG DRM-free non-Steam version of FNV compatibility

On 01 Jun 2017, GOG.COM, the on-line game store that licenses DRM-free versions of games released their versions of "Oblivion", "Fallout 3", and "Fallout New Vegas". As "DRM-free", they do not communicate with Steam. They have been modified to work with the GOG Galaxy client, which is similar to Steam's Client for an online community.

Thanks to vulchor and pixelhate on the Nexus "New Vegas Technical Support" forum for quickly assisting with the following information:

  • By default, GOG installs the game to "C:\GOG Games\Fallout New Vegas". This avoids the problems with Steam's default location under the "C:\Program Files" tree.
  • GOG provides a customized set of INI files. Be sure to backup the "Fallout_default.ini" file before making any changes as a precaution.
  • Includes new line "STestFile2=FalloutNV_lang.esp". This file's function has not been determined, but removing the file itself does not prevent the game from running. It's removal may be related to the warning about content no longer being present, listed below.
  • 4GB patching attempts don't work, but this is because that feature is already incorporated into the GOG versions of the games (and GECK). Patching is not required. They already will use up to 4GB of memory for the game. (NOTE: The latest versions of the "4GB Patcher" program are fully compatible and do not break the GOG version any more, but do cause the GOG version to automatically load the NVSE plugin if present. This feature may be required and tested for by some mods.)
  • "NVSE" v5.0b3 (Stable) installs and works without modification. Problems reported are most likely due to attempting to install by way of mod managers. See Checklist item #4.
  • "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.
  • 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.
  • Trying to start a save after installing NVSE v5.0b3 will prompt "This save relies on content that is no longer present. Some object may no longer be available" even for the first save after the Doc Mitchell "chargen" sequence, with no mod installed at the time. This warning can be ignored.
  • The "G.E.C.K." is pre-installed, but has the original GECK.INI file. This needs to be modified to enable loading multiple masters. See Issue: GeckCustom.INI file.
  • The "GOG Galaxy" support, however, requires Windows 7 so this has "broken" XP and Vista support by default. A post on the GOG forum says their tech support responded:
There's a workaround for getting functional on systems older than Windows 7 that is reported to be effective involving taking a "steam_api.dll" from any Steam game, renaming it "GalaxyWrp.dll" and replacing the one in the GOG FNV folder with the renamed Steam file. Or you can simply delete (suggest rename by adding something to the extension) if you don't need the additional languages that file provides. Doing this will break "GOG Galaxy" integration, but since Galaxy doesn't run on older Windows versions any longer anyway, supposedly that doesn't matter to you. However, if you care about achievements, "local file verification", and cloud saving, those are "GOG Galaxy" only features as well. Suggest burning your downloaded files to a CD/DVD/Blu-ray in case you need to reinstall again and have a slow internet connection or are worried about losing access to the GOG servers. Check the game release thread on the GOG forums for more info.
The "workaround" has been confirmed to work on Windows XP.

Issue - GOG version will not start from FOMM

You get the error message: "Unable to start steam automatically. Your game may not launch correctly."

  • Cause: Unknown.
  • Solution: The very first time, use the "FalloutNVLauncher.exe" so it will setup your specific hardware settings. The "load order" you established in FOMM will not change and NVSE should also work. Thereafter you can simply use the NVSE launcher "nvse_loader.exe", which FOMM can be configured to launch.
Note that the GOG version does not need or work with any version of the 4GB patcher. It is already modified to use 4GB of RAM. See Issue: GOG DRM-free, non-steam version of FNV compatibility.

Issue - How to disable the Steam Overlay

Sometimes it is necessary to turn off the Steam Overlay in the Steam Client in order to resolve a conflict.

  • Cause: The Steam Overlay uses a technique that can conflict with other applications or tools using a similar technique. This solution assumes disabling the Steam Overlay is the preferred method of resolving this conflict.
  • Solution:
    • Open the Steam Client.
    • Select "Steam | Settings" from the top menu bar. This will open a "Settings" window.
      • Select the "In-Game" option.
      • Disable (uncheck) the "Enable the Steam Overlay while in-game" option.
      • Click on the "OK" button to close the "Settings" window.
    • (Optionally) Select "Go off-line". Without the Overlay, there is no real reason for the processing overhead of being "on-line" to the Steam Server. This will require restarting the Steam Client, but will thereafter remain in effect until you choose to change it again.
    • Minimize the Steam Client. (Even in "off-line" mode, it is necessary to start the Steam Client for the DRM licensing engine to enable play.)
    • Launch your game from a shortcut on the desktop.

Issue - Incomplete save game load

After loading a savegame (almost always in an exterior cell) most of the in-game sounds won't play, a lot of references won't render, some of the landscapes might be incomplete, and entering menus/console has a long delay; even though you are not using the built-in "auto savegame" feature.

  • Solution: User VariableEagle discovered that disabling three Win10 background "local services" seems to resolve this. He happened to disable all three at the same time, and is not certain all three are required to resolve the problem.
  • Find the service: GraphicsPerfSvc, "< Right-click >" on it and select "Stop".
  • Then go to the "Properties" of that service and change the "startup type" to "Disabled".
According to GraphicsPerfSvc Service Defaults in Windows 10: "GraphicsPerfSvc is a Win32 service. In Windows 10 it is starting only if the user, an application or another service starts it." Apparently it was added in build 1709 ("FCU" aka "Redstone 3"), but existed as far back as Win7. There a number of reports in the past of this service consuming 100% of CPU resources continuously. It is also a suspect in game stuttering problems (especially in "full screen" mode). It's default "startup type" is supposed to be "manual".
  • Repeat the last two steps for the service: GameRecorderSVC.
This appears to be the service required by the "screen capture button" (at least on Lenova laptops; it is not listed on the site ServiceDefaults or other sites listing similar service defaults).
  • Use the "registry editor" regedit to disable the Xbox Game Monitor service by going to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\xbgm and change Start REG_DWORD from "3" to "4". Restart Windows after making those changes.
This service is used by the Win10 "Game Bar" DVR. - Source: How to disable the Game Bar and DVR in Windows 10.

Issue - Missing MSVCR120.dll

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.
  • 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 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.
  • Cause-2: If the CTD occurs during an initial loading screen after you get past the Main/Pause Menu, likely it is a plugin that is sorted in the wrong order.
  • Solution-2:
  • Re-check the mod download page for any required files you may have missed or removed.
  • Try sorting your "load order" with LOOT. You may need to make some manual adjustments to meet mod requirements to the "load order".
  • Remove any unused plugins (ESM or ESP extensions) from the "Data" folder. They count against the "plugin cap" and the game loads all that it sees in that folder before determining if they are part of the "load order". As a result, even "Inactive" plugins can cause a "Missing Master" error.

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.

Once it has been installed previously functioning NVSE logs report the following when the game is launched:
old winmain = 01E1F720
couldn't write memory (update winmain)
couldn't init hook
Couldn't inject DLL.
terminating process
Many thanks to Derialund of the "Fallout New Vegas Technical Support" forum for initial reporting and investigation of mitigation regarding this issue.
  • Cause: Windows Update KB4058043, December 15, 2017 to Win10 FCU (v1709), also known as the "Meltdown and Spectre Vulnerability" patch. There are other KB numbers for the same patch applied to various build numbers. See the articles referenced below.
According to Microsoft Support:
This update makes reliability improvements to Microsoft Store and fixes an issue that could cause app update failures and cause Microsoft Store to generate unnecessary network requests. (Presumably (based upon timing and effect) this is part of the mitigation effort against the Meltdown and Spectre vulnerabilities in processors' “speculative execution” architecture existing since 1995. For a "layman's explanation" of this vulnerability. please see the What are Meltdown and Spectre article.)
Microsoft is continuing to roll out a series of patches to fix this vulnerability. This article on Techarp dated 23 Feb 2018 has the rollout schedule and Knowledge Base article numbers for various builds. The official Microsoft word on this vulnerability is here.
The problem occurs with FNV even when it is installed on a different drive from the default install location (i.e. NOT "C:\Program Files(x86)") and the executables have been added to the "Data Execution Prevention" (DEP) exception list.
FCU now includes Windows Defender Exploit Guard (WDEG). This is the successor to "Enhanced Mitigation Experience Toolkit" (EMET), and "to prevent possible compatibility, performance, and stability issues, Windows will automatically block or remove EMET on Windows 10 systems starting with the Windows 10 Fall Creators Update." (Details in the linked article.) A 1:04:51 minute video focused on WDEG and how it fits into Microsoft's "End to End Protection" strategy is available as well. Configuration instructions are found in Configure Windows Defender Exploit Guard (WDEG) in Windows 10. WDEG works with DEP but apparently it's settings override those set in DEP.
  • Solution: Unknown. The problem has been reported to the NVSE team.
  • Mitigation (For Windows 10): As for the FNV and NVSE problem in particular, inside WDEG, there are two main configuration profiles: "System settings" and "Program/Application settings". To solve this problem it is necessary to add an entry for both FalloutNV.exe and NVSE_loader.exe to WDEG under "Program/Application settings". There, every security option must be override and/or superimposed on deactivate.
Practically, you have to:
  1. Open the Windows Defender Security Center.
  2. Go to "App & Browser control".
  3. Scroll down the page and go to "Exploit Protection" section. Then click on "Exploit Protection Settings".
  4. Inside the result page, click on "Program Settings" tab.
  5. Click on "Add program to customize".
  6. Click on "Choose exact file path" and search for the game root folder (with the main game executables, where FalloutNV.exe and NVSE_loader.exe should be).
  7. In the "Program Settings" page should appear the entry with the full path (e.g. "D:\Fallout\FalloutNV.exe").
  8. Mouse over such an entry and click on it, and then on the button "Edit".
  9. Inside the resulting settings page, there are various entries like:
    • Arbitrary Code Guard (ACG)
    • Block low-integrity images
    • etc.
    Then under each entry there's a check box with the description: "Override system settings". Under it there's an On/Off "switch" or "slide-box".
    That checkbox must be checked for every entry; and then every "slide-box" must be turned to OFF.
Overall, 21 System overrides should be indicated under the "Fallout Executable" entry list, indicating that everything is turned "off".
  • Mitigation (for older versions of Windows: untested): Those without access to WDEG can see if Enhanced Mitigation Experience Toolkit (EMET) 5.52 will suffice in the same manner instead. This free tool is approaching "end of life" on 31 July 2018 (at the moment). After that, only Windows 10 will be supported and security patched. Note that the "EMET User Guide" is a separate download.

Issue - Problems point to Steam as the source

Errors such as a "Preparing to Launch" message loop, or nothing apparently happening when you click to start any Steam game, or system error messages ask to troubleshoot Steam.

  • Cause: A corrupted "ClientRegistry.blob" file.
  • Diagnostic: First, confirm this is a Steam problem with the following steps.
    • Use the "verify local files" option in the Steam Library.
    • Ensure the launchers (FalloutNV.exe, FNV4GB.exe, nvse_loader.exe, nvse_steam_loader.dll, etc. as appropriate) are up to date.
    • If you have the game installed in the default Steam location (under "C:\Program Files"), ensure the initial launcher or the shortcut used is set to "run as administrator". (All other files will be launched using this launcher's environment and credentials.) If you are having problems with the game installed elsewhere, try setting the launcher to "run as administrator" as a test.
    • If all this fails, and if this problem is happening with all of your Steam games, then you have a "Steam Issue". The fix is simple.
  • Solution:
    • Ensure you have completely closed down (as in "log out" and wait for it to close) the Steam Client.
    • Locate your "Steam" (not the game) folder (i.e. "C:\Program Files\Steam") and delete the "ClientRegistry.blob" file. (Though you could try just renaming it.) This How to FIX Steam Preparing to Launch Loop other Steam Problems 3.5 minute video shows you how to do exactly that if you are better with visual explanations.
    • Now when you try launching your game the issue should be solved (or at least you should get a different error).

Issue - Regional Non-English language version of the game displaying English dialogue

Why are my DLCs in English instead of my Regional language?

  • Cause: The menu and interface (text) files language is determined by the language you select when download/updating the game through Steam/GOG. You should have "<DLC>_lang.esp" files for your Regional language installed, but they are not "active". There should be corresponding "<DLC>_lang.nam" files, but aren't. Even when present the "*_lang.esp" files cannot normally be "made active", as the default "*.nam" files force the game to load the "INT (English)" versions of the DLCs instead.
  • Solution-1a: Remove the incorrect language code "*.nam" files.
  • If these "*.nam" files are not present, try to "activate" the "*_lang.esp" files. Then engage in conversation with a DLC NPC to verify you are now getting the dialogue in your Regional language.
  • Solution-1b: The mod Voice Actor BSA files lets you swap the language Voice Actor BSA file (Fallout - Voices1.bsa) to a different one of your choice. This enables you to have the text in one language and the voices in another.
  • Otherwise, contact your Regional Steam provider about the problem.

Issue - Regional Non-English language version of the game with different language audio

How do I get the audio in one language (e.g. "English") along with my Regional language (e.g. "Italian") for subtitles?
(With thanks to PipBoyUser of the Nexus Fallout "New Vegas Discussion" forum for investigating and reporting the following.)

  • Cause: The language used for the Audio (voices) and subtitles installed for the game depend upon which Regional language version of the game you install. (The general process of making a game compatible with different Regional languages is described for Steam developers in this localization article.)
  • Solution-1: In order to "mix" different voice and subtitle languages, you need to install both language versions (in the correct order) and copy files from one install into the other language version. You want to install the game for the language you want the Audio to be voiced in (to preserve the Audio filenames and paths used), and then replace the "*.ESM" and "*.NAM" files with those from the Regional language version. (Examination has shown the "*.ESM" files contain at least some "in-game" text in the Regional language. The "*.NAM" files tell the game engine to load certain "master" (i.e. the DLC ESM) files automatically even if they are not selected as part of the "load order", and come in language specific versions.)
This is a multi-step process, taken in the following order:
  1. Install the game in your Regional language version (the one you want the subtitles to be using).
  2. Open the "Fallout_default.INI" file: "[General]" section, "sLanguage=" entry, and note for later use the exact language name used (e.g. "ITALIAN").
  3. Copy all the vanilla and DLC game "*.ESM" and "*.NAM" files somewhere else safe for later use.
  4. Now re-install the game, this time choosing the language version which you wish to hear spoken (e.g. "ENGLISH").
  5. Replace the the current install's "*.ESM" and "*.NAM" files with those you backed up from the Regional language version earlier.
  6. Edit the three INI files (see the Game INI files section of the wiki "FNV General Mod Use Advice" article), find the "[General]" section entry "sLanguage=" and change the value of that (e.g. "ENGLISH") to that of your desired subtitle language noted earlier. (Case and spelling are significant.)
You should now hear the voices in the installed language and see the subtitles in your designated regional language. Remember that if you "verify local files", the "*.ESM" and "*.NAM" files will probably get restored to those of the Audio language, so you will probably have to replace them with your copies from the Regional language backup.

Issue - Regional Non-English language version of the game will not load NVSE

Example: Various methods to start the "enplczru" version of the game (Eastern Europe: Czech Republic, Poland, Hungary, and Slovakia; aka "PL/CZ/RU" version) with NVSE gets Steam error: "P:0000065432" or "5:0000065434". Normally this error indicates the Steam Client app is not running, but in this instance it is merely the closest guess by the game as to the cause of the problem.

  • Cause: NVSE does not accept "language" parameters on the command line.
  • Solution-1: NVSE should be launched indirectly from 4GB Fallout New Vegas Updated or FNV 4GB Patcher modified game executables, which will accept a language (i.e. "SteamAppID") parameter, and then launch NVSE. Each regional version of the game has a unique SteamAppID. Here is how to identify what this AppID is and apply it:
  1. Right click your FalloutNV.exe file in the Steam game folder, and create a shortcut to the desktop.
  2. Right click the newly created desktop shortcut and open "properties".
  3. It should say something like "steam://rungameid/22490". Copy that last number (the game's SteamAppID).
  4. Right click the 4GB launcher shortcut, and open "properties".
  5. In the "Target" text box, change the number in the " -SteamAppId 22380" parameter to your actual SteamAppID number (i.e. "22490").
Note that because the path to the game contains embedded spaces, the entire path needs to be placed within quotation marks (i.e. "<path>") everywhere it is used in the shortcut. The AppID parameter goes outside of the quotes, on the "target" property line ... as in ("E:\Games\SteamLibrary\steamapps\common\Fallout New Vegas enplczru\fnv4gb.exe" -SteamAppID 22490) without the "(parentheses)".
  • Solution-2: Some people reported early success by renaming their regional version named game folder (i.e. "Fallout New Vegas enplczru" to "Fallout New Vegas": the English version name). It is not reported if this causes issues later on with language specific patches, which is why it is the secondary solution.
  • Solution-3: : User sanassar in the "New Vegas Mod Troubleshooting" forum thread provided the following solution. It has been [edited] and reformatted for clarification.

Issue - Unable to install FNC with MO2

Often described as being unable to find the FNV or FNC ESM files after installation.

Thanks to Purr4me (Kitty Black) for the basis of following:

The "Fallout New California (FNC)" mod comes as an EXE installer. This causes confusion among users of the "Mod Organizer 2 (MO2)" manager. DO NOT point the installer to the game "Data" folder if you intend to operate the game from within MO2. Here is how to install FNC for use with MO2. (The basis of this may or may not work with other similar managers. It has not been tested with them like it has with MO2, so use at your own risk.)

  1. Install the base Fallout New Vegas game and NOTHING ELSE.
  2. Run the initial game setup from the "Steam Client" or GOG "Galaxy" if needed so it has detected and is configured for your hardware.
    DO NOT patch the Steam version to use 4GB of memory (GOG doesn't need it); and do not install NVSE or any other addons or mods. Just leave the raw base game files and folders alone.
  3. Install MO2 and point it's FNV profile setup to the location of the raw game files (where FalloutNV.EXE is located).
  4. Run MO2, and launch the FNV game from within it.
    Create a "save game" file and exit the game.
  5. Close MO2. (This is important to get the base game profile established correctly.)
  6. Open MO2 (again) and add the "Fallout New California (FNC)" EXE file as a "1 time executable" to the drop-down menu.
    The files from the "FNC EXE" should then be extracted into an isolated folder.
    MO2 will automatically create the appropriate folders for the game files as needed.
  7. When the "1 time executable" process is done:
    1. hit the "Sort" button, and then,
    2. run the game.
    Once the game has been entered and you can confirm you are now running "Fallout New California (FNC)", you can exit and apply the 4GB Patch (if needed), as well as NVSE and other plugins and mods as needed without any major problems beyond the usual mod conflicts.

Issue - Vanilla game bugs

Most that have been officially patched or are XBox or PS console only are available on the Wikia Fallout Portal: Bugs page.

  • Solution: Community "game fixer" mods. The following are specifically recommended, though their effectiveness varies by system. Install and test individually in the following order:
  • 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. Those experiencing this problem are recommended to see Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play. (Windows 7+ users are advised to consider using mod New Vegas Tick Fix (NVTF) instead, as it is designed to avoid the problems though with fewer features than NVSR.)
  • Core processors prior to I5 or I7 are suggested to use NVSR_4-1-32 (simpler options) with the nvsr_older_processors file of INI edits from the first post on the linked TTW page.
  • Those with later processors are advised to use NVSR_4-1-36 or later with the nvsr_newer_processors file of INI edits from the first post on the linked TTW page.
(The only differences for 4.1.36 should be removing the overrides for previous versions as they aren't needed.)
These INI edits are advised as performance settings suitable for FO3, FNV, and TTW.

Issue - Vanilla game CTDs on startup

Uninstalled and re-installed the game but even without mods it crashes on startup.

  • Cause-1: Likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder when you had Steam "verify local files". The game places your specific versions of the "Fallout" and "FalloutPrefs" INI files there, along with your save games. These are not replaced when you verify/re-install the game if they are found to already exist there.
  • Solution-1a: Try renaming the "Users" folder INI files first. Recall that the "Prefs" INI file gets created only when you run the original "FalloutNVLauncher.exe" and identify your hardware under "Options" on the first menu. Subsequently if that fails move the "saves" elsewhere, delete that "Users" FalloutNV folder's content, and re-install again. If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree. See Installing Games on Windows Vista+ for the rationale and guidance.
  • Cause-2: A third-party program running in the background is interfering with the game.
  • Solution-2: Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc.; at least on a temporary basis to see if they are interfering.
  • Cause-3: In mid 2016, nVidia and AMD driver updates and some Windows 10 WDDM updates started to cause CTDs upon startup to previously trouble-free games. This was determined to be caused by changes to the "Windows Device Driver Kit" (WDDK) at that time.
  • Solution-3a: Win10 November 2016 updates have fixed these issues. Make sure you have applied your system updates.
  • Solution-3b: The "New Vegas Anti-Crash" (NVAC) mod as of v7.5.0.0 (released 25 Oct 2016) has been reported to fix the conflict with the broken video drivers from nVidia and AMD.
  • Solution-3c: Rolling back to nVidia drivers 368.81 or 368.69; or AMD driver 16.8.3 have been reported to successfully resolve the problem with Win10. In general, avoid upgrading your video card drivers unless the latest fixes a particular problem you are encountering. (Support and testing for older games can get dropped in newer versions.) To prevent Win10 automatically doing such upgrades to any drivers in future updates, see this article on Taking back control of Windows 10 driver updates.
  • Solution-3d: Depending upon the nature of the Windows update (all updates provide a link to a MS Knowledge Base article explaining the update in detail), reverting to the "system restore point" prior to the update may be a reasonable temporary solution if this occurs in the future. However, in the long term this might prove to be a security risk, so be sure to report the problem and track the status of the update for possible fix and re-release.

Issue - Vanilla game Hangs on startup

When you open the launcher, it functions as it should with the music in the background. Also have audio by the time the main menu loads. Whenever you load a game, the loading screen with the roulette wheel has no audio and this screen will freeze for one to two seconds (as evidenced by the ball in the roulette wheel stopping). Screen will then go black for a few seconds, and the game will load, but have no audio at this point and there is severe lag.

  • Cause-1: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found.
While Win10 comes with DirectX12 installed and is backwards compatible with older DX versions, older games do not know that and are looking for specific versions of DX library files (i.e. d3d9_32.dll) and not finding them. So you need to install the appropriate "DirectX End-User Runtimes" as well: ones which are compatible with Win 8.1+.Note that you need the 32-bit version for 32-bit games. (I make it a practice to always download both the 32-bit and the 64-bit versions of any libraries I manually install, so I am covered either way. There is a reason they published a version for both 32-bit and 64-bit. They are not "interchangeable", and are separate installs going into different locations.)
(Games that used DX7 and 8 are murky territory. Many will run on OS's newer than XP, but may require fixes/tweaks. Always use the latest available "runtime" versions of those DX libraries.)
Some games try to install an older DX version they come bundled with. Those versions may not be compatible with the later versions of Windows, which is why you should manually install the version you know is compatible. Then those games will see that DX version is already installed and not try to install their bundled version causing incompatibility problems.
  • Solution-1: For DX9, manually install the DirectX End-User Runtimes (June 2010) which is Win 8.1+ compatible. Download the full runtime package. DO NOT use the "Web Installer" version.
  • When the DX installer asks where to install the files to, you choose any folder you like, but generally have it unpack the files to a folder on the desktop or one dedicated to that purpose anywhere, because this folder can be deleted or emptied after the final install is done. (DirectX does not actually get installed at this point. The files are only 'unpacked' from an archive)
  • Once the files are unpacked to this folder you open the folder and locate DXSETUP.exe (the actual installer).
  • Run this installer (as an Administrator) to finalize the DirectX re-installation.
  • When the installer is finished delete this folder.
Each game uses a specific DX file, or files, (e.g. d3dx9_32).
A newer game may use two DX files (e.g. d3dx9_42 and d3dx10_42).
See the MS article How to make Win10 run DirectX 9.0 for more details.
  • Cause-2: The game is not finding all the asset and resource files it requires. Especially under Windows 10, some files upon installation can get "black listed", which means they get deleted immediately without the installer realizing it.
  • Solution-2a: If you haven't already, move the game out of the default "C:\Program Files" folder. See the wiki article Installing games on Windows Vista+ for instructions.
  • Solution-2b: If your graphics card is an "Intel" brand or on-board graphics chip, you need to install the mod Intel HD graphics Bypass package (from the FO3 section of the Nexus mod site but it works for FNV as well). This "by-passes" an issue with those chips by placing an expected DLL file in the game root folder.
  • Solution-2d: If you are having any audio problems, check the manufacturer of your sound card for any updated drivers. The "default" drivers provided to the manufacturer of your computer or included with the original install of Windows may have updates that fixed problems surfacing after that point in time. Microsoft does not always distribute the latest versions of all subsystem drivers.
  • Solution-2e: There are "behind the scenes" interactions between the video, sound, and mouse subsystems. Logitech brand mouse drivers have a long history of their more advanced features causing problems with games (such as the "jump to new button" or "locate cursor" features). Other vendor products are not immune to similar problems. Try using only the basic features and gradually add features after testing. If that is not sufficient, then see if an updated driver helps. Consider as well the possibility of rolling back to a previous driver which was known to work.
  • Solution-2f: If you are still having problems, then you need to determine which assets are missing. Install the 32-bit version of the Dependency Walker tool. Then run "Dependency.exe", pointing to the game EXE to examine. You are looking for red entries which signal "missing assets", which means it is not finding files the game requires. Some of these will be Windows system files (typically 32-bit versions if you are running a 64-bit system; which is expected). Initially you are looking for missing game files. If there are none, then either the game files are corrupted or the "load order" needs to be fixed.
  • If you have more than a few "missing assets" (i.e. files from Steam for Windows compatibility), then fire up the game with the Steam Client in "online mode" and launch it from the Steam Library (so it will install those assets it considers "temporary" while in game that it installs upon launch. If you can get to the main menu in "windowed mode", use <Alt+Tab> to switch out of the game and then run "Dependency.exe" again against the game EXE file (while it is loaded into memory). You should now find all or most of those "red" entries are now "black".
  • If you still have "missing assets" from the game the files may be corrupted (in which case you can try to re-install or "verify local files"), or they are getting "black listed", in which case you may need to install them while in "Safe Boot" mode.
  • Otherwise, make note of which are missing and seek assistance on the New Vegas Technical Support forum. Be sure to include your version of Windows, hardware specs, where you have the game installed, and what steps you have already taken.

Solutions to Performance problems

Guide - Performance Tutorial Videos

As many people prefer to view a video over reading instructions, the following "performance setup" tutorials are recommended:

See also Issue: TTW Performance Guide abstract.
Please bear in mind that there are later alternatives to many of the specific mods he mentions in this video if any of them don't work for you.

Videos usually do not cover any particular part of their subject in depth. They are useful for getting started, but as they are seldom updated written guides are intended to provide more supplementary information when you encounter difficulties.

Issue - FPS drops over time

  • Cause-1: This problem has been associated with FNV Project Reality MkI by JJC71 settings. (E.g. Initial FPS around 60, but over time it drops to roughly 30 FPS.) The mod was last updated in 2011.
  • Solution-1: Go into "Mod Configuration Manager" (MCM) and enable all the options in Project Reality, then exit out of MCM and wait a few seconds. Now go back in and disable all the options under Project Reality in MCM again. Instantly your FPS should be restored to what it was initially. See the comments tab on the download page regarding other issues.
  • Cause-2: There is some fairly compelling evidence that the game's texture cache system "leaks memory" over time. This generally means it allocates memory but fails to release it all properly when no longer needed; eventually leading to lowering FPS and CTDs. There is evidence that larger image sizes (aka "higher resolution images") speed up the problem to occurring after roughly 20-60 minutes of play.
  • Solution-2: While not really a "fix", try using "low graphics quality" settings to see if this increases the amount of time you can play before seeing the same symptoms. If so, this is an indicator such leakage is your problem. If you have "texture replacements", try switching to low to moderate resolution images (1024x1024 or 2048x2048 pixels; the game default size is 512x512). Choose what you replace with care. "Post-processors" such as ENB and SweetFX, as well as mods that "improve" images and textures (e.g. "Fallout Character Overhaul" (FCO), "New Vegas Redesigned" (NVR), and "Freeside Open") can also contribute to the problem due to their increased demand upon the video stream. Use such in moderation and with careful examination of their impact on performance over time. Remember that the game engine has not been updated since 2010.

Issue - Full screen mode exhibits CTDs and stutters or micro-stutters

  • Cause: Newer or "high powered" systems seem more prone to exhibit these symptoms. Recall the game was designed for Windows Vista+ and Xbox systems with no more than two CPUs and single monitors at 60 FPS.
  • Solution: Try running the game in "windowed mode". This is a built-in game setting (under "Options" when you use the "FalloutNVLauncher.exe" to start) that has been reported to completely eliminate both stutter/micro-stutter and CTDs on some "high powered" systems.
If you don't like the appearance in "windowed mode", try installing and using the (2015) mod "OneTweak for NVSE" by virusek instead of the older (2011) "Fake fullscreen" mod suggested in Gopher's video, or the slightly newer, more full featured (2013) version called "Game Companion - Fake FullScreen". All of these make "windowed mode" look as if "full screen".
There is also an "open source" app called "Borderless Gaming" which works with virtually any game (including those from Steam). It's free, but confusingly talks about "buying it on Steam"; by which it means if you do choose to buy it ($3.99 USD) the proceeds support it's development.

Issue - Game in slow motion

The foundation of game performance is to first optimize your system for gaming. The wrong settings can actually hurt performance, and the defaults are very conservative.

LauncherOptionsDetail Figure
The "FalloutNVLauncher" "Options" screen has a section labelled "Detail" in the middle of the screen. This has four buttons labelled "Low", "Medium", "High", and "Ultra". (See LauncherOptionsDetail Figure. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.) These are predefined sets (presets) of specific graphics setting configurations, the details of which can be found in INI files of the same names (e.g. "Low.INI") located in the game root folder. Most of these same settings can individually be adjusted by selecting the "Advanced" button in that section. They are described in the "TweakGuide's General Fallout game guide" article.  The Launcher runs DirextX diagnostics to determine video card capabilities in determining which preset to recommend.  They DO NOT (as has been suggested elsewhere) have anything to do with image sizes or resolution.

Queued, the author of the NVAC mod, reports in the NVAC support thread:

'I looked through New Vegas code as I was making that list to determine if they read the setting and then if they actually used the variable set after reading the setting, so I'm fairly confident in the "Does nothing" notes in particular. Aside from INI settings, there is also a crazy amount of Game Settings (set via esp / esm / script / console) that also are never used by the game.'

The "list" he mentions was from the tool New Vegas Configator, which outside of that program must be translated to settings in the INI files as described in "Tweakguide's General Fallout game guide". It follows with Queued's comments on the values (which are not recommendations) used by someone having CTDs, given in "("parentheses")" for reference only:
  • Fullscreen (OFF) - No problem.
  • Anisotropic Filtering (8) - No problem.
  • Antialiasing (8x) - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow.
  • Shadows (ON) - No problem.
  • Shadow Quality (2) - No problem.
  • Shadow Filtering (2) - No problem.
  • Max Shadows in Interiors (12) - No problem.
  • Full Scene Reflections (ON) - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names.
  • Water Reflections Width (2048) - No problem, though is Height also set to match?
  • Object fade distance (15) - No problem.
  • Item fade distance (15) - No problem.
  • Actor fade distance (15) - No problem.
  • Tree LOD fade (80000) - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead.
  • Object LOD fade (100000) - No problem.
  • Land Quality (1.5) - No problem.
  • Threaded Morpher (ON) - Does nothing; the game reads the value but never uses it.
  • Threaded Blood (ON) - Does nothing; the game never even reads this value.
  • Threaded Particles (ON) - Does nothing; the game reads the value but never uses it.
  • Threaded AI (ON) - Possible cause of crashes; use at your own risk.
  • Models Cloned in Background (ON) - Does nothing; the game never even reads this value.
  • Load Files in Background (ON) - Likely safe; however, use at your own risk.
  • Load lip files in background (ON) - Unknown impact; use at your own risk.
  • Havok Threads (7) - Does nothing; the game never even reads this value.
  • Grids loaded (12) - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors. [Larger values may cause scripts to prematurely trigger upon cell loading.]

Added: Note that 'uGridsToLoad=' is directly linked with 'uInterior Cell Buffer=' and 'uExterior Cell Buffer=' values. Best to leave all three alone.

  • Pre-Emptively Unload Cells (ON) - Possible cause of crashes; use at your own risk.
  • Unload cells on fast travel (ON) - Possible cause of crashes; use at your own risk.
  • Use hard drive cache (ON) - Unknown impact; use at your own risk.
  • Preload Size Limit (223) - Dumb setting; this is the data buffer for Bink video.
Others who have looked at the code do not disagree with Queued.
As system components vary, only experimentation will tell which values will improve your performance.
  • Cause-1: Fallout INI files are configured with wrong (too high) an "iFPS=" setting.
  • Solution-1: Set the "FPS" setting to a maximum of "=60".
Note that too high an FPS over 60 can cause a "havok physics" problem with objects falling from clipping through geometry.
Make backups of the INI files before changing them.
  • 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".
  • Cause-2: For some people, the problem is New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has "bManageFPS =" set to something other than 0.
  • Solution-2: Edit the "NV_Stutter_Remover.ini" setting to "bManageFPS=0" and have the three Fallout INI files use "iFPSClamp=60" or less.
Make backups of the INIs before changing them.
  • Cause-3: Many mod scripts running, especially during mod initialization. If specifically in Goodsprings, be aware that the "Weapons.of.the.New.Millenia" "cache cabinet"/"cheat chest" is known to cause this, but only in Goodsprings.
  • Solution-3: Review your mods and reduce the number that initialize only in that specific area.
  • Cause-4: This seems to be a general problem with the FO3/FNV Gamebryo engine over time. The exact cause has not been pinned down.
  • Solution-4: Reboot your computer. This seems to restore things to normal frame rates, at least for a time.
  • Cause-5: You are running Windows 10. Win10 is not the best platform for running older, 32-bit games. It flat out says it is incompatible with FO3 for instance. It is easy to demonstrate that even in various "compatibility modes" it is not performing the same as under previous versions. (Though try either "Win7" or "VistaSP2" compatibility mode. Some have reported improvement after the Win10 FCU {aka "Redstone 3"} update by disabling any compatibility mode.) One report went from 10-15 FPS (or less) with Win10 on a high-end desktop box to 30-40 FPS with Win7 on an older laptop.
  • Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.
  • Solution-5b: For advanced users: If you have a Windows 10 Education, Professional, or Enterprise edition you can use the included Win10 Hyper-V system and try running the game in a Win7 "virtual machine". A "virtual machine" can get around some OS incompatibilities even though it is running on the same hardware due to the different drivers in use. See HyperV on Windows compatibility for the hardware requirements and a walk-through of the installation process. Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with it. Otherwise, educate yourself as it is beyond the scope of this wiki.)
  • Cause-6: Your hardware can't cope.
  • Solution-6: either reduce game settings for texture quality and/or screen resolution to less demanding levels, or invest in better hardware.
  • Ensure you are using any Graphics card with it's own VRAM instead of your motherboard CPU to display and render your game. This means, if you have both an "addon" graphics card and a "builtin to the motherboard" graphics chip, use the addon card. An "onboard" graphics chip (typically without VRAM in a laptop) has to use "system ram", which is both slower than dedicated video VRAM, but also takes that memory away from what the game can use. This would just be a video driver (or possibly a BIOS selection) configuration change.
Specific component upgrades recommended are (in order of effectiveness for the price):
  • System RAM,
  • More Video RAM in a faster graphics card,
  • Faster CPU processor (number of cores is much less important for 32-bit games like FNV; but this option will often require a motherboard and/or power supply upgrade as well, typical making it more expensive than any other options overall),
  • Faster disk drive. (This is the slowest solution; even an SSD, though that is the best choice for this option, is not really suited to games. It's most effective holding the OS.)

Issue - Graphics in vanilla game glitchy immediately after exiting Doc Mitchells

Unless the camera is pointed at the sky or your feet, the ground and all other textures disappear. Messages would become "black boxes", the entire screen becomes black and occasionally flash different colors. Just "glitchy". Eventually after a short period of time the game will CTD.

  • Cause: You have some incompatible video settings.
  • Solution: Re-run the game launcher (FalloutNVLauncher.exe) to re-detect your hardware. Try changing between "HDR" and "Bloom" in the game "Graphics Settings" under the game launcher menu. Note you want your video card adapter settings to be compatible with your game settings. Other common settings that may have been or need to be adjusted can be found the Issue: ENB is not working entry. See also the Solutions to Graphics problems section for other possible conflicts.

Issue - Lag or microstutters even with New Vegas Stutter Remover installed or not

All visual stuttering problems are caused by the video stream having to wait for the "art assets" required to render the display. Mostly these are due to the disk drive being orders of magnitude slower than VRAM, with System RAM (e.g. "ENBoost") being in between.

"Microstuttering" is caused by the game engine updating at an unusual refresh rate that does not sync with your monitor's refresh rate. You can try getting NVSE and NVSR to alleviate "microstutter" at the cost of overall frame rate.

Keep in mind that this game was designed for older PC and XBox console systems, and it is now possible for your new "latest and greatest" gaming machine to be faster than it can handle. There are internal design choices that cannot be overcome. The following are "mitigations" that have been found to help some people.

  • Cause-1: Companions impose heavy script processing penalties. More than two companions, while possible, will definitely cause lag according to the game developers. The game is unable to tell if a vanilla companion is "actually with you" or merely "befriended" but sitting elsewhere in another cell (such as in the Lucky 38 suite).
  • Solution-1: Release ("part ways" from) unused companions to return to where they were recruited. If you are not informed you have lost the Perk granted by that companion, you have not actually "released" them. There are "companion dismissal terminals" found in the game to help with this for companions, even those not currently with you. One is found in the Lucky 38 Casino by the Casino floor elevator and another in front of the Gun Runners HQ shack outside Freeside's East gate.
  • Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".
  • Cause-3: The stutters can come from the game looking for control inputs from the attached game controller device first, then the keyboard/mouse though both are enabled.
  • Solution-3: Disconnect the controller if you are not using it. Regardless, in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\FalloutPrefs.INI" file look for "bGamePadRumble=" and ensure it is set to "0".
  • Cause-4: Video card settings are not optimized for the game.
  • Solution-4a: nVidia - There is a third-party tool called nVidia Inspector. (The author's blog page is in German, but does not appear to have been recently updated.) There is a Increase nVidia GTX performance with nVidia Inspector video covering the basics of how to use the non-intuitive interface. If you are launching the game from any renamed executable other than the vanilla name (i.e. "FalloutNV.exe", which MO renames to "FalloutMO.exe"), you need to add it to the nVidia profile so it will recognize that name as "the game" and adjust it's performance settings accordingly.
The driver profile for FNV/FO3 "Ambient Occlusion" (AO) is reported to be buggy ever since nVidia updated it to HBAO instead of SSAO years ago. You can use nVidia Inspector to change the AO profile though. The Wolfenstien profile is reported to work pretty well.
  • Solution-4b: There is a later spin-off of nVidia Inspector called NVIDIA Profile Inspector, which is a tool created for pulling up and editing Application Profile settings within the Nvidia drivers.
  • Cause-5: Some older video systems may have to pull from the hard drive more often or need more processing room with "high definition" textures.
  • Solution-5a: Disk Defrag (free) your hard drive. All hard drives that are not "solid state devices" (SSDs) require "defragmentation" periodically. This reduces the lag from the physical magnetic "head" movement to locate sections of file scattered the disk platter and increases efficiency.
  • Solution-5b: See the 'Issue: Is ENBoost for everyone? ' entry which enables the dynamic use of more system memory (if available) to assist video processing. Some people have found this to help with stutters and lag.
  • Cause-6: Some people have reported an improvement upon adjusting some INI settings.
  • Solution-6a: In all three INI files, under the "[General]" section set the following values:
bUseThreadedAI=1


 

and add the line:
iNumHWThreads=


and set that to however many cores your processor has. Note this added line is not considered a general "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone as a matter of course. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".

  • Solution-6b: Some "sounds", such as large explosions, can cause video stuttering as well. (The video, mouse, and audio systems are all interconnected in that they compete for priority of resources at the same high level.) Some have found that adding more vanilla BSA files to the "sEssentialFileCacheList=" list under "[General]" in the INI files makes a difference. For example:
and increasing the size of the "Audio cache" under the "[Audio]" section as follows:
This basically allows the game to cache much more into memory then it otherwise would, as it seems textures and meshes are excluded from memory, as well as large sound effects, resulting in a momentary freeze whenever they are loaded. May not stop a slight lag on the first explosion, but should greatly reduce any lag on explosions shortly after that. Just bear in mind that memory given to "cache" is not available for other uses by the game engine. There is always a "trade-off".
  • Cause-7: Some people has reported stuttering while standing in place and turning the camera.
  • Solution-7: Try disabling Windows Superfetch and File search indexing features (available since Win7) to see if it improves the situation. (See Superfetch: How it Works & Myths for more detail.) Note that Windows system updates may restore these settings without notice as something MS thinks should be enabled.
  • Cause-8: Writing files to disk is the slowest thing the game does. Whether these are "save game files" or "logs", you want to minimize the number of times these get written.
  • Solution-8a: Disable game logging unless you have an immediate need for it.
  • Solution-8b: If you are using CASM or some similar "auto-save" mod to manage your save game files (recommended), try increasing the "time between saves" set in the "save frequency"; and reducing the number of occasions it saves to the minimum (e.g. disable most "Autosave Events" in CASM) and see how that impacts the game seeming to freeze temporarily.
  • Solution-8c: The one modern thing the game does benefit from is being put on an SSD. Load times aren't improved that much; but stutter is greatly reduced, and the pause when the game autosaves with CASM is gone.
  • Cause-10: There is a known game engine bug when firing a weapon that uses multiple projectiles (e.g. "shotguns").
  • Solution-10: The mod 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.

Issue - Mouse sensitivity reduced

Symptoms: Mouse sensitivity inside any interior is about half that of the value in exteriors.

  • Cause-1: "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 World Spaces menu. Mods can make edits which damage how these work.
  • 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.

Issue - NPCs and Creatures are moving at hyper-speed

See video FNV hypersped NPCs for an example. The NPCs in the background are following their AI routines at a greatly accellerated speed or twitching while standing idle.

  • Cause: There is an actor value called "speedmult" that does pretty much as the name implies; it's a multiplier for player and NPC movement speed. The default value is 100. In fact, its rare to see any humanoid with a speedmult greater than 100. So ranges from 700-27000 are ridiculous, but a buggy script can have this result. Once such a bugged script gets into a "save game" it (or it's results) may be impossible to remove, so always know which save you can revert to before adding a new mod to your "load order". Just one of the reasons why any mod (even updates) needs to be tested prior to adding to your saved game.
  • Solution: Isolate the mod causing the problem and report it to the author with detailed information as to how to replicate it so they can fix it.
You can test by selecting any NPC exhibiting this behavior in the console (< ~ > key and click on the NPC) and entering "getav speedmult" to see the current value and "setav speedmult 100", which should set the speed back to normal. (The "getavinfo" version of the command gets the current value of a skill/stat like "speedmult" as well as any modifiers (but not their source) that are being applied at the moment.)
However, you need to get the NPC to "reload" before this reset value will take effect. One way is to use the console "kill" command after selecting the target NPC, and then "resurrect" them. They should then behave at normal speed for them. (Note the console "kill" command will blame your character for their death.) Do not target "leveled list" generic NPCs such as those in a "faction" like "Raiders", "NCR", "Legion", etc.. The "resurrect" command respawns a random one from the "leveled list". You can use "resurrect 1" to get the same one you targeted to "stand up" as they are at the moment (i.e. naked if you stripped them of gear) as if they had been unconscious. "Named" NPCs are the safest targets for such tests.
  • Known mods with the problem:
  • The "JIP LN" version (contributed by someone else) of Awesome Crippling Effects mod by PsychorGames. The main "non NVSE/JIP LN" file version is confirmed to not have the problem. It seems the problem can persist in save games even after reverting to the "vanilla" (non NVSE) version until the above "setav speedmult 100" solution is applied.
This mod has unresolved reported bugs which (as of v1.7) affect:
  • Yes Man Quest: Change in Management - Because of the crippling effects, Yes Man dies when installing himself to the Mr. House terminal, breaking the quest, meaning that the quest doesn't progress and the Mr. House terminal cannot be interacted with.
  • Securitrons in The Strip and/or Lucky38 suddenly become hostile for unknown reasons.
  • Companions with crippled limbs stop following, or can't get up and the challenge "Knocked up" would get completed over and over again.
There are reports that removal of the mod resolved these additional bugs.
Version 1.8 of this mod has now been released to address these issues. Confirmation is needed. Check the "Comments" and "Bugs" tabs on the mod download page.

Issue - SOUND - Ambient music skips-jitters-hiccups-pops-stutters

The ambient music is choppy in both vanilla and modded games. This doesn't happen to the radio music during normal gameplay, but does during loading screens or transitioning between tracks (i.e. going from ambient "explore" music to "combat", or entering new locations with different music).

  • Cause: Old advice for FO3 was to uninstall "ffdshow", a codec mainly used for decoding of video in the MPEG-4 ASP (e.g. encoded with DivX or Xvid) and H.264/MPEG-4 AVC video formats, but it supports numerous other video and audio formats as well. (The user configures ffdshow's audio and video settings by launching the "ffdshow video decoder configuration program" independently of any media player.) Alternatively one could try to add FO3 to it's "exception" list.
  • Solution-1: FNV appears to require at least some of the codec features provided by "ffdshow". If needed it can be re-installed as part of the CCCP codec pack or directly from the ffdshow tryouts website. (Alternative codecs may also provide the needed features.) Be sure to install the 32-bit version, as that is what the game needs. Some have reported that only the "CCCP codec" (without "ffdshow") is needed. Install the same as any other Windows program.
  • Remove falloutnv.exe and falloutnv4gb.exe programs from the list of "ffdshow" exceptions.
  • Solution-2: Edit the "Users" INI files under the "[Audio]" section, and change the following settings as indicated:
  • Solution-3: De-fragment your disk drive and reduce background programs to the essential minimum.
  • Solution-4: The OGG Vorbis Libraries have an update mod which has solved a stutter occurring every 15 seconds for some users. (These libraries are used by the vanilla game.) The Vorbis OGG Library is a set of DLL files which you have to manually install/copy into the game root folder (where the "FalloutNV.exe" file is found). Mod managers don't recognize or place them properly. They will need to overwrite the existing files. GamerPoets has a "Performance & Stability Guide" YouTube video which covers this library at the 3:07 minute mark. (Note the different section timemarks are displayed at the top of the screen.) The mod FNV BSA Decompressor transcodes all sound fx in ".*OGG" format to ".WAV" so they function in the game. It's installation is described at the 10:12 minute mark of GamerPoets previously linked "Performance & Stability" video.
  • Solution-5: You may need to use a Windows tool such as Process Explorer to track down which app or service is grabbing cycles.

Issue - SOUND - Combat causes audio desync

Upon entering combat: an audio desync occurs for the duration of the battle. This desync is a long (5+ second) delay in audio effects, and during this delay cannot switch weapons using hotkeys. Reported as an issue running "Tale of Two Wastelands".

  • Cause: the AVAST anti-virus program specifically has been identified as causing this problem, even when "shields" are turned off and "falloutnv.exe" is excluded.
  • Solution: Disable or uninstall AVAST anti-virus completely.
If you play the game in "offline mode", you shouldn't need to have any anti-virus or anti-malware service running. There are programs (search the web on "game boosters") which help you shut down services which are not essential while playing a game.

Issue - SOUND - Combat causes infinite loop sound

A "weird" AmbientFX (special effect) noise appears during combat (freqently by firing a Laser weapon) and won't terminate unless you either quit the game or reload a save game.
(Thanks to users harlandgg for discovering the cause, and HadToRegister for reporting it to the FNV Forum so it could be included here.)

  • Cause: Following instructions for installing the mod Vanilla Restored Audio Patch causes the folder "\Data\Sound\fx\amb\steampuddle" to be installed/restored. The files in this folder do not appear to have set "loop end" points, causing them to play infinitely. This problem is common to EVE, YUP and UPP (Unofficial Patch Plus) users as they will flag ash/goo piles and impact sounds with AMBSteamPuddleLP.
  • Solution: Delete the entire "\Data\Sound\fx\amb\steampuddle" folder. (The rest of the mod works fine.)

Issue - SOUND - No music or sound

(See also Issue: SOUND - Radio station music doesn't play for that specific problem.)

  • Cause-1: If this problem occurs when you first start the game, then it's likely there may be an audio "codec" conflict between what you have installed under Windows and what the game in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use. "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
  • Solution-1b: Some have found that installing a third-party "DirectX: DirectShow codec" resolves the problem. There are a number available on the internet. The K-Lite Codec Pack is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.
  • Cause-2: If you are suddenly having a "slowdown" or lag; or a lack of sound; or problems getting NVSE to load, or really anything new unexpectedly, please see the 'Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. This may be due to a Windows Update for the "Meltdown and Spectre Vulnerabilities".
See also the related Issue: Incomplete save game load.
  • Solution-2a: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular. Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems. The mod DirectShow Filter _Codec_ Reset by Blade FireLight is designed to "reset" the chain of "codecs" to the defaults used by Windows 7. However, it may not work with later versions of Windows. HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST! Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there. A power outage can happen to anyone at any time.
  • Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.
  • Solution-2b: You might be able to resolve the problem with another tool designed to "reset" your codecs back to Windows defaults. There are a number of free tools avaialbe to deal with this listed on this web page
  • Cause-3: If your problem occurs after you attempted to uninstall something and no solution you've tried has worked, you may need more drastic measures.

Issue - SOUND - Radio station music does not play

Everything (ambient sound, footsteps, dialogue, radio announcer) is working fine except the radio music is missing.
(See instead Issue: SOUND - No music or sound for the more general problem.)

  • Cause-1: There is an audio "codec" conflict between what you have installed under Windows and what the music in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use. "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
  • Solution-1b: Some have found that installing a third-party "DirectX: DirectShow" "codec" resolves the problem. There are a number available on the internet. The K-Lite Codec Pack is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.
  • Solution-1c: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular. Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems. The mod DirectShow Filter _Codec_ Reset by Blade FireLight is designed to "reset" the chain of "codecs" to the defaults used by Windows 7. HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST! Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there. A power outage can happen to anyone at any time.
  • Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.
  • Solution-1d: Sometimes the music is there, but the volume (even with the settings to max) is so low you can barely tell it's there. This is likely a "codec" problem. See the earlier possible "codec" solutions.
  • Alternatively, Tutorial - Fallout New Vegas Radio Fix video by KitsuneJimmy explains that in the game "Data\Sound\songs\radionv" folder, the MP3 files are recorded at 72 decibels, while normally commercial music is recorded at 89 decibels. The tool MP3Gain analyzes and adjusts MP3 files so that they have the same target volume (89 decibels). It can process the entire folder at once; but it's always a good idea to back it up first in case of problems. The first time you load the game after doing so, it may take longer than usual to get to the main menu.
  • Solution-1e: The game doesn't like USB speakers/headsets and non-stereo setups. It is always worth a try to set your audio setup to 2.0 stereo in the Windows Control Panel.
  • Solution-1f: Sometimes there is a technical difference between the jacks on the front and back panels of the computer chassis. Be sure to test using both sets.
  • Solution-1g: Possibly your issue is speaker related. For example with 7.1 sound speakers: after testing them in control panel, found 2 of them werent working so set it to 5.1. Then they worked.
  • Solution-1h: A known problem with the audio in this game is if you have that Razer driver installed that lets you hear surround sound on the headphones. Since it is an incompatibility issue, you cannot use both: either remove the Razer drivers entirely and use the headphone as stereo 2.0, or get another speaker/headphone that plugs into the standard audio-out jack.
  • Solution-1i: Windows Control Panel "Realtek HD Audio Manager" control was set for 5.1 sound properly, except that there was a "speaker fill" setting that was unchecked and this little setting apparently turns the stereo-only signal into a 5.1 surround signal.
  • Solution-1j: The last resort is trying to reinstall the drivers of your sound card. Either the latest one or the one that it came with on cd or from the manufacturer's site. This will put the default codec up top in the Windows preferred codecs list.
Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install. (These are often different from those available from "Microsoft Updates".) Create a Windows System Restore Point first!
  • Cause-2: By default the game only plays radio music while the Mojave Wasteland is enabled/loaded. When you load a DLC worldspace, the Mojave worldspace (and thus the music) is disabled. Sometimes it is not re-enabled upon returning to the Wasteland. This is usually confined to the save game made at that time, but it might be an unknown vanilla game bug or a mod conflict in your particular "load order", and can be carried forward thereafter. People have performed a "speed-run" through the same DLC from a save game made prior to entering it the first time and not had the problem occur upon exit. Others have had it happen only on subsequent runs through the DLC. It's a fairly rare problem.
  • 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: 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:
This will create a text "dump file" <SomeFileName>.fos.txt in your "My Games\FalloutNV\Saves" folder. This file is a list of various information (including Ref-IDs) currently in your loaded save game. (It's not documented what other parameters than "1" will produce.) Now search that file for the "common name" of the radio station you want. (Check the type of entry. You don't want quest or script references.) The first column entry is the "Ref-ID" of that station. Make a note of it.
The Common Name "Mojave Music Radio" has Editor-ID "vCountryRadio" and a Base-ID of 0016B46F, but does not have a location marker as it is enabled by script automatically when you leave Doc Mitchell's house at the beginning of the game. At least in my "dumpfile" it did not appear as a Ref-ID.
There's the command GetBroadcastState to make sure that it's not broadcasting. And then there's GetDisabled to confirm it's not a disabled reference. Then you can try SetBroadcastState from the console; as well as disabling and then enabling the radios' Talking Activator references. You can try Player.MoveTo <stationRef> to have a look at the "station" as well but many are buried inside terrain features such as mountains.
Examples:
Note that range considerations still apply. You won't pick up Black Mountain Radio if you aren't near it.
The above are probably all you will need. But for completeness sake, here is the information on the JIP LN NVSE Plugin music functions: (parameter in brackets is [optional]).
Note the "ambient or atmospheric music" is dependent upon the current cell and is separate and distinct from the radio "songs". They are controlled independently. These are JIP NVSE addon functions. As such they require JIP LN NVSE to be installed, and are intended to be used in scripts. Their use as console commands has not been verified.
"(musicState:int) IsMusicPlaying [musicType:form]". Returns the playback state of the game's current background (ambience) music:
  • 0 Not playing
  • 1 Paused
  • 2 Playing
The musicType argument may be either a Music Type form, a Media Location Controller form, or it may be entirely omitted. Omitted paraemter returns currently playing music (if any).
Examples:
"SetMusicState musicState:int{0, 1, 2}". Sets the playback state of the game's current background music:
  • 0 Stop Playback
  • 1 Pause Playback
  • 2 Resume Playback
Note: The Stop Playback state will stop music played by PlayMusic, otherwise it will replay the current music from the beginning.
Example:
  • "SetMusicState 2" ; (resume Playback.)

 

  • Solution-2b: Failing the use of Ref-IDs and console commands, there is a mod Radio New Vegas Everywhere uploaded on the Nexus that keeps Radio New Vegas enabled always (as long as the Player is enabled), so you can try downloading that. The mod Music Pack for Radio NV - ver 1.3 by the same author adds 250 tracks (nearly every song in the game) to RNV.
  • Solution-2c: FadeSFX disabled all the sounds except the music. This is useful when showing Bink Video files. FadeSFX is reversable, it appears, by simply playing a Bink video file. As soon as the video ends, sound is restored. As far as can be told, it is still irreversible without playing a video.
The Bink video has to be on disk and not in a BSA. The only one on disk by default is "Data\Video\FNVIntro.bik". So try the console command: 'playbink "FNVIntro.bik" 1 1 1 1'. (The double-quotes around the ".bik" filename are required.) You can use the <ESC> key to interrupt the video, which should restore your music if "FadeSFX" was what disabled it.

Issue - System Network configuration

Unless you are running a LAN, there are some default configuration settings you can change to improve your Internet download performance and reduce system memory use. It may also reduce incidents of CTDs.

  • Cause: Anything that searches for system updates, or all the computers in a home or business network; or tries to determine the Internet Bandwidth while online: all use RAM to run as "services" in the background. When you are running your game in "Offline" mode, you don't need any of those functions running at all. Most of the time you only need them when the computer boots up and not again until something changes.
  • Solution: Read the following carefully. Not all will apply to your situation. Be prepared to revert to a known good configuration. YOU have to know what that configuration is. The system does not maintain "save files" for device configurations.
  • Open the "Network and Sharing Center/Internet" Control Panel applet.
  • "< Left-Click >" on the "Change adapter settings" option in the left hand edge.
  • "< Right-click >" on the "Ethernet" adapter icon, and select "Properties". (This will require you to enter an "Administrator" password to proceed.)
  • You should see a "Networking" tab which lists various "protocols" in the large white box under the identification of your network adapter model. Those with a "Check" in the box are "enabled". Any that are listed are "installed".
  • "Client for Microsoft Networks". This protocol is intended for a "home" or "small business" Local Area Network (LAN) that cannot be seen across the Internet. It is actually the Workstation service. If you remove this service, the Netlogon and RPC Locator services are also removed. Unless you have such a setup, it is not of use to you, so disable it by unchecking the box.
  • "Virtual PC Network Filter Driver" is only of use if you run a "Virtual PC with networking". The "Virtual PC" is not available at all on the "Home Edition" of any Windows verson. Unless you have a need, disable it.
  • "QoS Packet Scheduler" is installed by default for Local Area Networks (LAN). It's purpose is to prioritize particular types of application traffic (e.g. "Voice over Internet Protocol" (VoIP)) where having a certain amount of bandwidth is crucial. If you do not need to prioritize network traffic and its works fine without QoS packet scheduler you may choose to keep it disabled. Testing to see it's effects is recommended.
  • "File and Printer Sharing for Microsoft Networks" works in conjunction with the "Client for Microsoft Networks" protocol. Again it is of use only with a "home" or "business" LAN and it does require the "Client for Microsoft Networks" protocol to be installed and active. Even then, it can be disabled if you don't need to directly access files and printers between different devices in the network. Microsoft advises unbinding it from the TCP/IP protocols if possible and binding it only to a LAN protocol such as "Client for Microsoft Networks" for security reasons. See the linked article.
  • "Link-Layer Topology Discovery" has two protocols:
  • "Mapper I/O Driver"
  • "Responder".
"Link-Layer Topology Discovery" is used by Microsoft's "Network Map" feature to display a graphical representation of the local area network (LAN) or wireless LAN (WLAN), to which the computer is connected. It operates strictly on a given local network segment. It cannot discover devices across routers, an operation which would require Internet Protocol level routing. Unless your LAN needs it, disable both protocols.

Issue - TTW Performance Guide abstract

From the TTW Performance guide thread, and updated from GamerPoets' latest revised Fallout New Vegas | FPS & Stability (definitive guide) YouTube video.

Note: Tale of Two Wastelands (TTW) rewrite/update from v2.9.4b to v3.2 has been released as of 10 Nov 2018. It is only available on the TTW site.

For those not familiar with TTW, it is a conversion of FO3 (purchased separately) to run on the FNV game engine. You can effectively and seamlessly play the FO3 (East Coast campaign) storyline through into the FNV (Mojave Desert campaign) with the same character. Fallout New California (FNC) conceptually is a separate campaign (located in California) that occurs before both of FO3 and FNV, with a different character generation and requires a "new game" start, but is intended to eventually (currently in Beta test) allow you to continue as the "Courier" (or not) into the Mojave. TTW is not officially supported by FNC, but some have reported that they do work together. (Check the FNC Recommended Mods List AND the FNC Incompatibilities List for the latest information.)

As a result, the "Performance Guide" for TTW is applicable for FNV (and probably FNC) players as well.

Required:

Recommended:

Details:
1.) Video Driver Profiles. Note this step has been moved in the GamerPoets' video to be part of the ENBoost section, but no longer mentions "Nvidia Profile Inspector" or AMD's "Radeon Control Panel". It only refers to the "Nvidia Control Panel" (and by implication the "AMD Catalyst Control Center") which are part of the respective driver installation. "Inspector" instructions are included here from the thread for completeness for those looking into the original recommendations, but the recommendation applies regardless of the tool used.

  • Search for "Fallout New Vegas" within the "Nvidia Profile Inspector". You have to add the game EXEs to the profile, then hit <apply> and exit "Inspector", and you never have to do it again until you update your drivers.
  • Set "Multi-display/mixed-GPU acceleration" to "Single display performance mode".
  • Finally set "Power Management Mode" to "Prefer maximum performance".
Here's a visual example.

2.) Fallout "User" INI files. Search through Fallout.ini and FalloutPrefs.ini within your "Users\Documents" game folder.

  • Under "[General]":
  • "bUseThreadedAI=0" to "1".
  • insert "iNumHWThreads=2" below "bUseThreadedAI=1".

3.) Fallout_Default INI file. Search through Fallout_default.ini within your "Steamapps\common\Fallout New Vegas" folder. (This so if your "Users" folder INI files get reuilt for any reason they will include these tweaks.)

  • Under "[General]":
  • "bUseThreadedAI=0" to "1".
  • insert "iNumHWThreads=2" below "bUseThreadedAI=1".
  • Make a backup of this file, as it will be replaced if you ever use Steam's "verify local files" option.
Note: "FalloutCustom.INI" is used by "JIP LN NVSE" plugin to override settings in default game INI files only.
Here's a visual example.

4.) Cellpurging. If using Zan's AutoPurge Crash Protector mod, uninstall it and use the following superior INI setting changes in all three of the INI files from above:

  • Under "[General]":
  • "bPreemptivelyUnloadCells=0" to "1".
  • Under "[BackgroundLoad]":
  • "bSelectivePurgeUnusedOnFastTravel=0" to "1".

5.) Audio. These may help with "audio stuttering" problems. However, some people have found these adjustments to cause some Win10 NVSR configurations to CTD. Test.

  • Under "[Audio]"
  • "iAudioCacheSize=2048" to "8192".
  • "iMaxSizeForCachedSound=256" to "1024".

6.) NVSE. Open the game "Data" folder, and search for the "NVSE" sub-folder. (This assumes you have installed NVSE.)

  • Once there, create a text file and name it "nvse_config.ini." Make sure to create it inside the "NVSE" folder, not the nested "plugins" sub-folder.
  • Add the following lines:
Here's a visual example.

7.) NVSR. Stop by the New Vegas Stutter Remover Nexus page, and download file "NVSR_4-1-32" (under "Old Files") if you're processor predates i5 or i7. For newer processors, download "NVSR_4-1-36" or later.

  • Edit the "Data\NVSE\plugins\sr_New_Vegas_Stutter_Removers.ini" file as follows:
  • Under the "Master = {" section, set all settingsto "= 0" except:
  • "bReplaceGetTickCount = 1"
  • "bFastExit = 1"
  • This is as far as the GamerPoets' Fallout New Vegas | FPS & Stability (definitive guide) YouTube video takes things. Various security updates have complicated the NVSR configuration situation immensely. Things are still being discovered. The following were previous recommendations which still tend to work for versions of Windows prior to Win10.
  • Setting "bHookCriticalSections = 1" is generally recommended, but can be problematic for many Win10 users depending upon the level of updates installed. See the Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU) entry and the Nexus NVSR download comments page for various options. Expect to need "trial and error" testing.
  • Note: If you do not use any texture mods you may enable bReplaceHeap = 1. In that event, Set the "Heap = {" section" settings "iHeapSize = 384" and use "iHeapAlgorithm = 6".
  • When allowing NVSR to manage your FPS: "bManageFPS = 1" and settings under the "FPS_Management = {" section; "Vsync" provided by the game's engine or other sources must be shut off to avoid conflict between them.

8.) V3.0 Shaders.
WARNING: If you intend to use ENB's graphics post processing, it only works with v2.0 Shaders. DO NOT perform this step, nor enable the Fallout INI's "[Display]" setting "bAllow30Shaders=1". Leave it at "=0".

Edit both the "Users" folder Fallout INI's "[Display]" setting "bAllow30Shaders=0" to "1". This will ALLOW (not force) the use of v3.0 Shaders.
Open the "Renderinfo.txt" within your documents; "Documents\My Games\FalloutNV". There will be a line for the "Shader Package : ##" (where "##" is "13" in the following example). This is the number suffix of the filename of the shader package expected to have a v3.0 Shader supported by your video card.  If not present, your card was not detected by DirectX as able to support v3.0 Shaders.
  • Now, go to the Shaders folder within your game "Data" folder, and rename shaderpackage013.sdp to shaderpackage013.sdp_backup. Once done, make a copy of shaderpackage019.sdp (which is always the provided v3.0 Shader package), and rename it to shaderpackage013.sdp so it will get utilized. Ignore the periods ending my sentences of course.
  • Do note, 13 is solely an example; the shader package "19" should be renamed to depends on the number your "Renderinfo.txt" displays.

9.) VORBIS Libraries. Download Ogg Vorbis Libraries to improve audio performance. The mod FNV BSA Decompressor will automatically install these libraries if their archives are found in the game root folder. TTW will include the Decompressor as part of it's installer.

10.) ENBoost. At this time the latest version is v0.322, which has