Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

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Please note that this will create a new mod called "Vortex Archive Invalidation". You can disable or remove that mod like any other but for invalidation to work you should keep it enabled on every profile.
 
Please note that this will create a new mod called "Vortex Archive Invalidation". You can disable or remove that mod like any other but for invalidation to work you should keep it enabled on every profile.
 
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</div>
:: Note that '''Vortex''' is now in "Beta" state, meaning it is "feature complete" but bugs may still be found and dealt with.  Please report problems to the [http://forums.nexusmods.com/index.php?/forum/4301-vortex/ Vortex Forum] in order for it to move to "production release/stable" status.
+
:: 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 [http://www.nexusmods.com/news/14078 Nexus news article] for details.  Please report problems to the [http://forums.nexusmods.com/index.php?/forum/4301-vortex/ Vortex Forum].
 
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* Do not use the game's "auto-save" feature.  See the sub-topic [[#Issue: CTD on interior/exterior/"fast travel" cell change|Issue: CTD on interior/exterior/"fast travel" cell change]] for the explanation and alternatives.
 
* Do not use the game's "auto-save" feature.  See the sub-topic [[#Issue: CTD on interior/exterior/"fast travel" cell change|Issue: CTD on interior/exterior/"fast travel" cell change]] for the explanation and alternatives.
 +
 +
=== NVSE Installation issues ===
 +
If you are having a problem installing '''NVSE''' with your mod manager, first of all: DON'T!  Install it manually to the "game root" folder.  (This point is where mod managers get it wrong.)  But if you installed it manually and still wonder if you did it correctly, here is where the various (original "[http://nvse.silverlock.org/ Silverlock]") files belong.  The later, forked "[https://github.com/xNVSE/NVSE xNVSE]" version (v6.x.x and later) may include or move other files, but for "backwards compatibility" should keep these files in the same location.
 +
 +
:* In the "game root" folder (where '''FalloutNV.exe''' resides):
 +
::* ''nvse.log'' (only once NVSE is successfully used.)
 +
::* ''nvse_1_4.dll''
 +
::* ''nvse_1_4ng.dll'' (when installed after the [https://geckwiki.com/index.php?title=Garden_of_Eden_Creation_Kit GECK].)
 +
::* ''nvse_editor.log'' (only once NVSE is successfully used with the '''GECK'''.)
 +
::* ''nvse_editor_1_4.dll'' (when installed after the '''GECK'''.)
 +
::* ''nvse_extender.log'' (only once NVSE is successfully used with the [https://www.nexusmods.com/newvegas/mods/64888 GECK Extender] mod.)
 +
::* ''nvse_extender_ng.log'' (only once NVSE is successfully used with the '''GECK Extender'''.)
 +
::* ''nvse_loader.exe'' (use instead of '''FalloutNV.exe''' to launch the game if you haven't run [http://www.nexusmods.com/newvegas/mods/62552 FNV 4GB Patcher].  Once patched, use '''FalloutNV.exe''' as usual.)
 +
::* ''nvse_loader.log'' (only once NVSE is successfully launched.)
 +
::* ''nvse_readme.txt''
 +
::* ''nvse_steam_loader.dll'' (only needed by the Steam version of FNV.)
 +
::* ''nvse_whatsnew.txt''
 +
 +
:* In the "Data\NVSE" folder (various files other than '''nvse_config.ini''' are optional; some may not be present by default):
 +
::* ''nvse_config.ini''
 +
::* ''nvse_config.testAnim''
 +
::* ''nvse_plugin_geckpu_ew.ini'' (from the older [https://www.nexusmods.com/newvegas/mods/41642 Geck 1.4 PowerUp] mod.  Not used with '''GECK Extender'''.)
 +
::* ''TestAnim.txt''
 +
 +
:* Everything else belongs under "Data\NVSE\Plugins" and it's sub-folders.  When in doubt, just use the folder structure and files under each folder you find in the archive file.
 +
:* If you ran the '''FNV 4GB Patcher''' before installing '''NVSE''', you may need to re-run the '''patcher''' so it will detect that '''NVSE''' has now been installed.
  
 
== Solutions to Starting the game problems ==
 
== Solutions to Starting the game problems ==
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:*Solution-3b: See the article [http://www.errorlive.com/exception-code-0xc0000005 Exception Error Code 0xc0000005 Fixed on Windows 7 & 10].  
 
:*Solution-3b: See the article [http://www.errorlive.com/exception-code-0xc0000005 Exception Error Code 0xc0000005 Fixed on Windows 7 & 10].  
 
:*Solution-3c: See the article [http://www.eassos.com/how-to/fix-error-code-0xc0000005.php How to fix error code 0xc0000005] under "application was unable to start correctly" for other things to do to fix it.   
 
:*Solution-3c: See the article [http://www.eassos.com/how-to/fix-error-code-0xc0000005.php 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 [http://www.nexusmods.com/newvegas/mods/66537 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 [http://www.tomshardware.com/faq/id-3114816/solve-windows-error-0xc000007b.html 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-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes. The [http://www.tomshardware.com/faq/id-3114816/solve-windows-error-0xc000007b.html 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.  
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<span id="Issue: Black Screen on startup"></span>
 
<span id="Issue: Black Screen on startup"></span>
 +
 
=== Issue - Black Screen on startup ===
 
=== 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.)
 
* 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.)
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:* 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".)
 
:* 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".)
 +
 +
<span id="Issue - ReinstallFreeze"></span>
 +
=== 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 "[http://forums.nexusmods.com/index.php?/topic/7940008-game-freezing-at-launch-im-stumped/ 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 [http://windowsground.com/what-is-windows-prefetch-in-windows-10/ What is windows prefetch in windows 10? super-simplified] for a basic explanation, or [http://helpdeskgeek.com/help-desk/delete-disable-windows-prefetch/ 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:  <span style="color: red; background-color:#fff5f5;">Do not tamper with the properties of the executable unless you know what you are doing.</span>
 +
::* 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.)
 +
 +
<span id="Issue: ExploitProtection"></span>
 +
=== Issue - Game will not launch on Win10 for security reasons ===
 +
: Thanks to '''rubjonny''' of the Nexus "New Vegas Technical Support" forum for investigating and reporting [https://forums.nexusmods.com/index.php?/topic/9869713-fix-found-for-fose-and-new-vegas-not-working-on-windows-10-20h2/ this issue] and it's solution.
 +
Symptoms: The game won't start despite all the usual resolution attempts (installed outside of the default "C:\Program Files(x86)" location, "verified local files", running as "System Admin", different methods of launching, etc.).
 +
 +
* Cause: More recent System defaults in "Windows Exploit Protection" security settings which are causing portions of the game code to be placed randomly in memory.
 +
:* Solution:  Set a "Program" specific exemption for "FalloutNV.exe" as follows.
 +
[[File:WinExploitPreventionSetting.PNG|thumbnail|x400px|Exploit Prevention Setting]]
 +
::* Login as a "System Admin" account.
 +
::* <Right click> the '''Start Menu''' icon & select '''settings'''; or navigate to '''Settings''' (the "gear icon" in the left-hand navigation pane) from the '''Start Menu''' as usual.
 +
::* Select '''Update & Security''' in the left-hand navigation pane.
 +
::* Select '''Windows Security''' in the left-hand navigation pane.
 +
::* Select '''Virus & Threat detection''' in the right-hand main window under "Protections Areas".  (A new window will open.)
 +
::* Select '''App & browser control''' in the left-hand navigation pane.
 +
::* Select '''Exploit protection settings''' in the right-hand main window under "Exploit protection".  (The right-hand main window will change to show the list of "System settings".
 +
::* Select '''Program settings''' in the right-hand main window.
 +
::* Select the "'''+'''" icon to the left of '''Add program to customize''' in the right-hand main window.
 +
::* Select '''Choose exact file path''' from the "drop down list" that appears.
 +
::* Browse to and select '''FalloutNV.exe''' (or whichever executable is appropriate) as the file to Open.  (A list of the current "Program settings: FalloutNV.exe" will now appear.)
 +
::* Move your cursor into that list and a scroll bar will appear on the right edge of the window.  Scroll down to and select '''Force randomization for images (Mandatory ASLR)''' and make sure its set to '''Override system settings''' and '''Off'''.
 +
::: (See figure [[:File:WinExploitPreventionSetting.PNG|Exploit Prevention Setting]].  {{Thumbnail_enlargement_message}})
 +
::* Select '''Apply'''.  (The '''Program settings''' screen should be redisplayed.)
 +
::* Check that fully qualified path to the game executable is now listed with one more "system override" than previously indicated (e.g. "1 system override" for a newly added entry).
 +
:: Close the various windows.
 +
 +
:: This procedure will also work for '''Fallout 3'''; and may for other programs which seem to have a similar problem.
  
 
<span id="Issue: GOG DRM-free, non-steam version of FNV compatibility"></span>
 
<span id="Issue: GOG DRM-free, non-steam version of FNV compatibility"></span>
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:* 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.
 
:* 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.
+
* 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| Checklist item #4]].
 
* "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| Checklist item #4]].
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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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<span id="Issue: GOG version won't start from FOMM"></span>
 
<span id="Issue: GOG version won't start from FOMM"></span>
 +
 
=== Issue - GOG version will not start from FOMM ===
 
=== Issue - GOG version will not start from FOMM ===
 
You get the error message: "Unable to start steam automatically. Your game may not launch correctly."
 
You get the error message: "Unable to start steam automatically. Your game may not launch correctly."
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::* 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.
 
::* 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: [https://www.windowscentral.com/how-disable-and-remove-game-bar-windows-10-creators-update How to disable the Game Bar and DVR in Windows 10].
 
::: This service is used by the Win10 "Game Bar" DVR. - Source: [https://www.windowscentral.com/how-disable-and-remove-game-bar-windows-10-creators-update How to disable the Game Bar and DVR in Windows 10].
 +
 +
<span id="Issue: LongLoads"></span>
 +
=== Issue - Long loading times ===
 +
Symptoms: Loading a "save game file" takes longer than it used to, by several (e.g. 5-10) minutes.  It does eventually complete loading, so this is not the "infinite roulette wheel" problem discussed in "Issue - Incomplete save game load".
 +
 +
* Cause: Varies but is generally an indication the engine is processing more information in the save game file or having difficulty locating/reading the file.  This may be the result of "save game bloat".  The following are things to check first to determine the cause of the problem.
 +
:* Diagnostic checklist.
 +
::# Have you tried "defragging" your disk drive?
 +
::# Have you checked the [https://www.nexusmods.com/newvegas/mods/53635 NVAC] and [https://www.nexusmods.com/newvegas/mods/67883 NVSE] logs for loading errors?
 +
::# Are you using the same "file slot" for your saves or "quick saves"?  (Not recommended.  There are mods which ensure a new file is created for each of those purposes, such as "[https://www.nexusmods.com/newvegas/mods/45652 CASM]" and "[https://www.nexusmods.com/newvegas/mods/57465 Clean Quick Saves]".)
 +
::# Have you tried loading the save game immediately after exiting to the desktop and re-launching instead of from the main menu, and if so does the time to load vary?  (This suggests the problem is with some plugin(s) that are loading when the game starts as opposed to something when the game is saved, or vice versa.)
 +
::# Does the game re-load fine upon the death of your character or using a quicksave file created in that game session?  (This suggests the problem is with some plugin(s) that are loading when the game starts as opposed to something when the game is saved.)
 +
::# Did you check that you are using exactly the same mod manager "profile" (i.e. current game configuration) with the exact same "load order" as previously?
 +
::# Have you "merged plugins" together into custom ESP files to reduce the number of used plugin slots, and then possibly added the same plugin to multiple merged plugins or even loaded that plugin again separately?  If the file names are NOT the same, the engine will load multiple copies of a plugin and uselessly add to it's processing load.
 +
::# Are you using a number of mods which spawn more "actors" (NPCs or Creatures) into the game?
 +
:::: When you first add mod plugins, they don't have the same impact as later on because they haven't spawned as many actors in the beginning as later.  The longer you play such a plugin, the more spawned actors the save game file has to keep track of (even when they are "dead", because each actor/corpse is also a "container").  At some point you cross the "tipping point" where you start to see the impact in terms of loading times.  This is unlikely to be early in the game, unless you have a number of mods which spawn in the same cells.  (The "Mojave Wasteland" exterior is primarily one large cell.)
 +
:::: The same applies to everything you move (e.g. a door is opened but not closed again, as well as "loot" you pickup).  If it is something unique to a mod (only that plugin has it defined), then the record for that item has to be found in that plugin, which is why you will corrupt your save game if you remove that plugin later on.  The record is no longer valid.  If you are a "hoarder" (like me) you have to be careful to sell off unique plugin items to keep the bloat down.  Selling items lets the game reset them back to their default location.
 +
:* Solution: If you determine the problem is "bloat", follow the "[[FNV_General_Mod_Use_Advice#Clean_Saves|Clean Saves]]" procedure after disposing of the items which create "bloat".  Then, if you still have issues, you can try the tool "[https://www.nexusmods.com/newvegas/mods/49396?tab=description New Vegas Save Cleaner]" after you have made backups of the save game files.  Please read the instructions in the downloaded package carefully.  If you don't understand what it is doing, then read the comments page or ask in the [https://forums.nexusmods.com/index.php?/forum/354-new-vegas-mod-talk/ forum].
 +
 +
<span id="Issue: MissingVCRuntime"></span>
 +
 +
=== Issue - Missing MSVCR120.dll ===
 +
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
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">Being an older game, FNV looks for a number of "runtime library" (DLL) files from specific older packages.  It does not know about later releases which may be fully "backwards compatible".  One of these packages is the Visual Studio C++ 2013 redistributable (aka "MSVC2013 Runtime") or individual files from this package (such as "MSVCR120.dll"). It is common to have multiple versions of such libraries (both release year and 32 or 64-bit versions) installed at the same time.  Even if you are running a 64-bit version of Windows, you need the 32-bit version of this package for FNV (which is a 32-bit game).
 +
 +
Most people find the [https://www.microsoft.com/en-us/download/details.aspx?id=40784  Visual C++ 2013 Redistributable package (x86)] resolves this problem for them.  Note there are "File Paths" for both 32-bit (x86) and 64-bit (x64) versions on the same download page.  Scroll all the way to the bottom and double check which you are downloading.
 +
</div>
  
 
<span id="Issue: Modded game CTDs on startup"></span>
 
<span id="Issue: Modded game CTDs on startup"></span>
 +
 
=== 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.
  
Line 432: Line 570:
  
 
<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.
Line 600: Line 739:
 
If you want to check whether the NVSE works just press the " <`> " command line key in the game main menu and type getNVSEversion. You should get a version number. Mine is 5.
 
If you want to check whether the NVSE works just press the " <`> " command line key in the game main menu and type getNVSEversion. You should get a version number. Mine is 5.
 
</div>
 
</div>
 +
 +
<span id="Issue-FNC-MO2"></span>
 +
=== 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.)
 +
 +
# Install the base Fallout New Vegas game and NOTHING ELSE.
 +
# 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.
 +
# Install MO2 and point it's FNV profile setup to the location of the raw game files (where FalloutNV.EXE is located).
 +
# Run MO2, and launch the FNV game from within it.
 +
#: Create a "save game" file and exit the game.
 +
# Close MO2.  (This is important to get the base game profile established correctly.)
 +
# 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.
 +
# When the "1 time executable" process is done:
 +
## hit the "Sort" button, and then,
 +
## 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.
  
 
<span id="Issue: Vanilla game bugs"></span>
 
<span id="Issue: Vanilla game bugs"></span>
 +
 
=== Issue - Vanilla game bugs ===
 
=== Issue - Vanilla game bugs ===
 
Most that have been officially patched or are XBox or PS console only are available on the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs Wikia Fallout Portal: Bugs] page.
 
Most that have been officially patched or are XBox or PS console only are available on the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs Wikia Fallout Portal: Bugs] page.
Line 607: Line 770:
 
* Solution: Community "game fixer" mods.  The following are specifically recommended, though their effectiveness varies by system.  Install and test individually in the following order:
 
* Solution: Community "game fixer" mods.  The following are specifically recommended, though their effectiveness varies by system.  Install and test individually in the following order:
 
:* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)] (Essential: solves most common CTDs).
 
:* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)] (Essential: solves most common CTDs).
 +
:* [http://www.nexusmods.com/newvegas/mods/66537 New Vegas Tick Fix (NVTF)] (Win7-10 alternative to NVSR, with fewer features.)
 
:* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (requires [http://nvse.silverlock.org/ NVSE].  The 5.0 beta versions are stable.  Check version requirements of other mods when choosing which version of NVSE to use.)
 
:* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (requires [http://nvse.silverlock.org/ NVSE].  The 5.0 beta versions are stable.  Check version requirements of other mods when choosing which version of NVSE to use.)
::* 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|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].
+
::* 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|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]]. (Windows 7+ users are advised to consider using mod [http://www.nexusmods.com/newvegas/mods/66537 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 [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_older_processors] file of INI edits from the first post on the linked TTW page.
 
::* Core processors prior to I5 or I7 are suggested to use '''NVSR_4-1-32''' (simpler options) with the [https://taleoftwowastelands.com/content/ttw-performance-guide 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 [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_newer_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 [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_newer_processors] file of INI edits from the first post on the linked TTW page.
Line 623: Line 787:
  
 
<span id="Issue: Vanilla game CTDs on startup"></span>
 
<span id="Issue: Vanilla game CTDs on startup"></span>
 +
 
=== Issue - Vanilla game CTDs on startup ===
 
=== Issue - Vanilla game CTDs on startup ===
 
Uninstalled and re-installed the game but even without mods it crashes on startup.
 
Uninstalled and re-installed the game but even without mods it crashes on startup.
Line 734: Line 899:
 
*[http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (Win 10 users: See also [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].  
 
*[http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (Win 10 users: See also [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].  
 
*[http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].  
 
*[http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].  
*[http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)  
+
* [https://web.archive.org/web/20161008023921/http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
*[http://www.tweakguides.com/NVFORCE_1.html Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)  
+
* [https://web.archive.org/web/20161004212522/http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
*[http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)  
+
* [https://web.archive.org/web/20160719081231/http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
 +
* [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
 
*[http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]  
 
*[http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]  
  
Line 828: Line 994:
  
 
<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
 
<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
 +
 
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
 
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
  
Line 931: Line 1,098:
 
* 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>
Line 982: Line 1,163:
 
:*Solution-5: You may need to use a '''Windows''' tool such as [http://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer Process Explorer] to track down which app or service is grabbing cycles.   
 
:*Solution-5: You may need to use a '''Windows''' tool such as [http://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer Process Explorer] to track down which app or service is grabbing cycles.   
  
<span id="Issue: SOUND - Combat causes audio desync"></san>
+
<span id="Issue: SOUND - Combat causes audio desync"></span>
 +
 
 
=== Issue - SOUND - Combat causes audio desync ===
 
=== 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".
 
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".
Line 1,076: Line 1,258:
 
:*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>  
 
:
 
:
Line 1,128: Line 1,310:
  
 
<span id="Issue: System Network configuration"></span>
 
<span id="Issue: System Network configuration"></span>
 +
 
=== Issue - System Network configuration ===
 
=== Issue - System Network configuration ===
  
Line 1,334: Line 1,517:
  
 
== Solutions to Crash To Desktop ''aka CTD'' problems ==
 
== Solutions to Crash To Desktop ''aka CTD'' problems ==
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because the game engine was not able to predictably handle the error.  Please see the "Windows Error Messages" section of the wiki "[http://wiki.nexusmods.com/index.php/How_to_read_most_Bethesda_game_error_logs How to read most Bethesda game error logs]" article.
 +
 +
Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.
 +
 +
Checking such logs should always be your first step, as separating "Windows System" from "Game" generated errors will save you from fruitlessly spending lots of time looking in the wrong direction for the cause.
 +
</div>
  
 
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
 
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
 
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
 
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
 
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
 
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
<span style="color: green;background-color:#fff5f5;">Update: the Win10 April 2018 "Spring Creators Update" (2018 SCU) "1803" (aka "Redstone 4") seems to have enabled many users to utilize NVSR again.  See "Solution-2".<br>The author of '''NVSR''' ('''SkyRanger-1''') has (as of 30 Nov 2018) released a replacement [http://www.nexusmods.com/newvegas/mods/65606 Stabilised NVSR ini File for Windows 10].  '''''Try this first''''' after installing the '''2018 SCU'''.<br>
+
<span style="color: green;background-color:#fff5f5;">Update: The mod [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] is a lighter, fully Windows 10 compatible, completely rewritten version of the 64hz micro-stutter bug script fix from NVSR, including '''Fast Exit''' and a '''high FPS fix''' for exceeding 60FPS. NOTE: NVTF v3.0 is now NOT supported when used in conjunction with NVSR.
Alternatively, the mod [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] is a lighter, more compatible version of the 64hz stutter bug fix from NVSR. Fully Windows 10 compatible, including '''Fast Exit'''. No more fiddling with INIs!</span>
+
</span>
 
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
 
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
 
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
 
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
:* Solution-1: Those experiencing this problem are recommended to try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.)  Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary."  Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
+
:* Solution-1: The mods [https://www.nexusmods.com/newvegas/mods/69779/? New Vegas Heap Replacer (NVHR)] combined with [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] should round out all the needed functionality of NVSR, enabling it's complete removal.  This is now the recommended solution for Windows 7 and 10 users.
 +
:* Solution-2: Those experiencing this problem who still want to continue using NVSR can try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.)  Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary."  Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
  
:* Solution-2: If "Solution-1" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
+
:* Solution-3: If "Solution-2" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
  
:* Solution-3: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini".  The "1" value just means NVSR uses the vanilla mechanism anyway.  Setting "iDefaultMode =" to anything other than "1" seems to cause the problem.  (It defaults to "3".)
+
:* Solution-4: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini".  The "1" value just means NVSR uses the vanilla mechanism anyway.  Setting "iDefaultMode =" to anything other than "1" seems to cause the problem.  (It defaults to "3".)
  
:* Solution-4:  User '''Brad852''' (and others) has achieved a stable and stutter free game with the following tweaks to the v4-1-36 configuration:
+
:* Solution-5:  User '''Brad852''' (and others) has achieved a stable and stutter free game with the following tweaks to the NVSR v4-1-36 configuration:
 
::* Make sure the settings under "Master = {" are:
 
::* Make sure the settings under "Master = {" are:
 
:::* bManageFPS = 1
 
:::* bManageFPS = 1
Line 1,373: Line 1,567:
 
::* This '''Brad852''' configuration seems to CTD for some users if the ''iAudioCacheSize'' or ''iMaxSizeForCachedSound'' values are altered in accordance with '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video (i.e. "[Audio]", "iAudioCacheSize=2048" to "8192"; "iMaxSizeForCachedSound=256" to "1024").
 
::* This '''Brad852''' configuration seems to CTD for some users if the ''iAudioCacheSize'' or ''iMaxSizeForCachedSound'' values are altered in accordance with '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video (i.e. "[Audio]", "iAudioCacheSize=2048" to "8192"; "iMaxSizeForCachedSound=256" to "1024").
  
:* Solution-5: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''').  There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
+
:* Solution-6: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''').  There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
  
:* Solution-6: '''Team Moki''' has posted a "mod" [http://www.nexusmods.com/newvegas/mods/66063 Ultimate Fallout New Vegas Stutter Removal for WIndows 10 and 7] consisting of a fully tweaked '''NVSR''' "\NVSE\Plugins\sr_New_Vegas_Stutter_Remover.ini" file.
+
:* Solution-7: '''Team Moki''' has posted a "mod" [http://www.nexusmods.com/newvegas/mods/66063 Ultimate Fallout New Vegas Stutter Removal for WIndows 10 and 7] consisting of a fully tweaked '''NVSR''' "\NVSE\Plugins\sr_New_Vegas_Stutter_Remover.ini" file.
  
:* Solution-7: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
+
:* Solution-8: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
  
 
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
 
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
Line 1,581: Line 1,775:
 
:* [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 - Controls - GamePad Support missing ===
=== Issue - Grenade throw always falls at my feet ===
+
Symptoms: GamePad or Controller does not natively recognize key and mouse controls.
* 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.
+
* Cause: The game does not provide built-in support for the device.
 +
:* 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.
 +
::: 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]]).
  
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
+
<span id="Issue - RemapDefaults"></span>
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
+
<span id="Issue: Have to remap some essential default key assignments"></span>
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
 
  
<span id="Issue: Have to remap some essential default key assignments"></span>
+
=== Issue - Controls - Have to remap some essential default key assignments ===
=== Issue - 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 1,612: Line 1,794:
 
::* 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.
  
:* Solution-1: If you are using "Lutana's NVSE plugin", you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
+
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
 
:: {{Lutana NVSE Plugin Status}}
 
:: {{Lutana NVSE Plugin Status}}
  
Line 1,638: Line 1,812:
 
:* 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]
 
::* [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.
 
Some mods don't seem to work with a game controller, even though the game works fine in general.
  
Line 1,685: Line 1,830:
  
 
:* Solution-1b: {{Lutana NVSE Plugin Status}}
 
:* Solution-1b: {{Lutana NVSE Plugin Status}}
:: See also [[#Issue: Keyboard and/or mouse don't work with a game controller installed|Issue: Keyboard and/or mouse don't work with a game controller installed]].  This plugin must be installed to the game "Data\NVSE\Plugins" folder.  Your mod manager may not recognize that location, and manual installation may be required.
+
:: See also [[#Issue_-_KeyControllerConflict|Issue - Controls - Keyboard and-or mouse don't work with a game controller installed]].  This plugin must be installed to the game "Data\NVSE\Plugins" folder.  Your mod manager may not recognize that location, and manual installation may be required.
  
 +
<span id="Issue - KeyControllerConflict"></span>
 
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
 
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
=== Issue - Mouse and-or keyboard does not work with a game controller installed ===
+
 
 +
=== Issue - Controls - Mouse and-or keyboard does not work with a game controller installed ===
 
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface.  FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.  (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
 
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface.  FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.  (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
  
Line 1,696: Line 1,843:
 
::: 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-2a: 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.
 
:: {{Lutana NVSE Plugin Status}}
 
:: {{Lutana NVSE Plugin Status}}
 +
:* Solution-2b: A missing configurable feature of '''JIP LN NVSE''' mod, and a cleaner implementation of the original '''Lutana''' version is:
 +
::* [https://www.nexusmods.com/newvegas/mods/71894 Controller Support NVSE] by '''Luthien Anarion''' (the LN of JIP LN), Emulates keyboard and mouse inputs when controller buttons are pressed.
  
 
:* Solution-3: A "Keyboard/Video/Mouse" (KVM) switch that mechanically let's you switch those devices between one computer and another MAY be a possible solution if your game controller will connect to it and you can disconnect the controller from the computer by means of the switch instead of unplugging it.
 
:* Solution-3: A "Keyboard/Video/Mouse" (KVM) switch that mechanically let's you switch those devices between one computer and another MAY be a possible solution if your game controller will connect to it and you can disconnect the controller from the computer by means of the switch instead of unplugging it.
Line 1,708: Line 1,859:
 
::* 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 1,755: Line 1,908:
  
 
* 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 1,767: Line 1,921:
 
:* 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 1,811: Line 1,950:
 
* 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+ */
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# 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
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
+
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
+
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
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 sessionIt is only visibly in effect in FPV.
+
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.
  
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanillaWhen this setting is enabled, those weapons will switch:<br>
+
* Cause-2: An XML file is missing an expected elementUsually this is caused by a mod installation overwriting the XML file in question.
* 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 sightsYou use the "crosshair" instead.
+
* Solution-2: It can get complicatedRead this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
  
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
+
<span id="Issue - MouseAfterFastTravel"></span>
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
+
<span id="Issue - MOUSE - not working after fast travel"></span>
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.
+
=== Issue - MOUSE - not working after fast travel ===
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
+
* Cause: Unknown
:: 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-1a: After "fast travel", enter the Pipboy "map" tab (see [[#Issue - MouseMisbehaves|Issue - Mouse Misbehaves]] for hotkeys), move the mouse cursor around a bit and then "<Right-Click>" on the map to enter into the "marker placement" menu to see if it is working againIt may take more than one attempt at wiggling the mouse cursor around, but once it responds to the mouse click it should work until the next time you "fast travel".
:* 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).
+
:* 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.
<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).
+
<span id="Issue - MouseSensitivity"></span>
</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).
+
=== Issue - MOUSE - sensitivity or weapon aiming is off or similar issues ===
 +
Monitor is set to a higher than 1920x1080 resolution.
  
:* Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
+
* 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.
*: 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: 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".
:* 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 themSimilar issues with mod added weapons have to be taken up with their respective authors in comments on those mod download pages<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 - UnableAddWeaponMods"></span>
 +
<span id="Issue - Unable to add either of two "weapon mods" to a weapon"></span>
  
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></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.
  
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
* 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 visibleThis is adjustable and there are actually a number of inter-related FOV settings.
+
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
: 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 problemAs 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.
+
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: NOTE: This is a '''''very rare''''' issueSee 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>
  
: 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" functionalityFor accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
+
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not emptyTypically this will mean moving the second and third slot entries up by oneBe sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get savedNote this edit will only work if there are already weapon mods available for that weaponAdding weapon mods that do not already exist is a more involved "customization" process.
  
:* 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:
+
<span id="Issue - UnableDrawFireCrouch"></span>
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
+
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
::* [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.
+
=== Issue - Unable to draw weapons or fire or crouch ===
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
+
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
+
: 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-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.
+
* Solution:
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
+
** 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: Aiming - Disable Auto Aim or not?"></span>
+
<span id="Issue - WMMBroke"></span>
=== Issue - Aiming - Disable Auto Aim or not ===
+
<span id="Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
* Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
 
: If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc ..  So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
 
: Basically the Auto Aim feature redirects your bullets toward the center of the screen.  This would be a great feature if it wasn't also used in combat as a targetting aid.  When your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.
 
  
:* Solution-1: [http://www.nexusmods.com/newvegas/mods/34723/? No Auto Aim] by '''EddieV223'''.  Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligible. Uses the following values (default = FalloutNV):
+
=== Issue - WMM - '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
+
* 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.
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
 
  
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
+
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
 
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
 
::* fVATSH2HWarpDistanceMult: 0.100000  (default 0.270000)
 
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
 
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
 
::* fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
 
::* fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
 
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
:* 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.
:: Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod [http://www.nexusmods.com/fallout3/mods/15319/? Greatly improved 3rd person aiming] by Peste.)
 
  
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
+
:: (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.)
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
 
With "full auto" weapons, when aiming down the "iron sights" in 1st person and firing (even with "JIP Select Fire" set to single shot) the whole weapon seems to jump down so that the iron sights are below the actual aim point. When you stop firing it returns to normal.
 
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
 
:* Solution: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
 
  
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
+
:* Solution-3: You have installed both [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] and WMM in the correct order(See the wiki article [[HUD-UI-Menu_issues|HUD-UI-Menu issues]].)
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
 
Basically: when you fire your weapon in TPV and press the (default) "Right Mouse Button (RMB)" (switching to FPV "scope" or "iron sights" aiming) and IMMEDIATELY let go of the RMB, the weapon stays centered for a second or so before it goes back to normalThis DOES NOT happen if you fire and hold RMB/Aim for those 1-2 seconds; it's almost as if the weapon is stuck in it's FPV firing position for a second or so every time you fire.  The camera zooms back out, but nothing else.
 
  
* Cause: This is a bug in some animationsIt is particularly noticeable with the "plasma rifle".
+
:* Solution-4: You do NOT have a game controller attachedIf you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" file.  Search the Nexus on the keyword "animation".  (There is also the mod [http://www.nexusmods.com/newvegas/mods/64339 Asurah Reanimation Pack] which will not get picked up by that keyword search.)  The mod [http://www.nexusmods.com/newvegas/mods/57561 Animation Resources] by '''Fallout2AM''' includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.
 
  
<span id="Issue: Animation Clipping"></span>
+
:* 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 - 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: It's simply how the game handles weapon animations.  Weapon animation is shared between weapons of the same type (e.g "two handed weapons"). For example, both the "Hunting rifle" and the "Varmint rifle" use the same animation set, based upon the vanilla meshes. Some weapon mesh used by a given mod might be thicker or thinner, resulting in clipping.
+
<span id="Issue - WMXLosesMods"></span>
:* Solution: Not much can be done about it.  As most of the time these are "transient" temporary issues, it's best to just ignore them.  If it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
+
<span id="Issue - WMX - loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
:: Note that mods considered purely one thing or another (such as "texture replacers") still might include their own meshes. Every mesh has embedded in it the path to the texture file it uses.  If the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct textures.  Case in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''.  Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacements.  Always check both the general mod description and that of the individual files.
 
  
<span id="Issue: Blood Decal Duration"></span>
+
=== Issue - WMX - loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
 +
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
  
=== Issue - Blood Decal Duration ===
+
:* 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).
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 appearEBT 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>
+
<span id="Issue - ZoomControls"></span>
''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).
+
<span id="Issue: ZoomControls"></span>
</div>
 
  
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
+
=== Issue - ZOOM controls ===
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
+
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.
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 design.  The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps".  These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded.  A detached limb can then be further dismembered into "gore chunks".
 
:* Solution-1: To completely disable all gore and blood effects:
 
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
 
:: Add under the "[General]" section of all three:
 
:: <pre>bDisableALLGore=1</pre>
 
:: Save the file.
 
  
:* Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod  [http://rd.nexusmods.com/newvegas/mods/59147 Ragdolls] by '''MadAce''', under it's '''MCM''' menu has settings affecting:
+
* Cause: Likely a "Field of View (FoV)" setting or conflict.
::* "Limb Explosion chance"
+
:* 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].
::* "Limb Dismemberment Chance"
 
::* "Limb Dismemberment Chance"
 
::* "Explosion Strength"
 
::* "Projectile Strength"
 
:: which can be set all the way down to zero percent (pt). Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.
 
  
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
+
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
  
=== Issue - Body Replacer - Big Head or Hair bug ===
+
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
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.
+
{{GECK: Common Problems}}
  
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
+
== Solutions to Graphics problems ==
: Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod).  The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSA.  It's a quirk of the game engine.
 
:* Solution: Package the modded loose files into a BSA when done.
 
:: The rules for naming a BSA are simple: the first significant portion (enough to distinguish it from any other similar but different mod name) must match that of the mod plugin ESP file, and have the ".BSA" extension.  There can be more than one such BSA plugin, but usually this "matching significant portion of the ESP filename" is up to any embedded space (e.g. "Fallout - Textures.bsa").  It must be packaged as a "Bethesda Software Archive" (BSA) using a tool like "[http://www.nexusmods.com/newvegas/mods/64745 BSArch]", and containing the same folder paths as the loose files used by the mod in question.
 
:: See also the other "Issue: Body Replacer -" entries under 'Solutions to Graphics problems' section in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide.
 
  
<span id="Issue: Body Replacer - Custom Body Types"></span>
+
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
=== Issue - Body Replacer - Custom Body Types ===
+
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
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.)
+
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 sessionIt is only visibly in effect in FPV.
  
* Cause: Install failures, usually from not understanding what is involved.
+
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: 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.
+
* 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".
  
:: 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.  
+
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.
  
:: 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" (there is no "lower body" nor "legs" slot). Further on the consequences of this below.
+
<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 filesIt is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by defaultIn addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
  
:: The vanilla body "texture" has underwear included, so it is not removable.  Custom body textures may have both a "nude" option and an "underwear" option texture. These are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears underwear. Select a custom body ''texture'' mod that is designed to be compatible with your custom body type (i.e. the ''mesh'') mod.  Otherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the ''vanilla texture'' (used by default) doesn't fit correctly to the adjusted body 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: 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.)
  
:: 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 clothing.)  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 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.
+
* 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.
  
:: "B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (i.e. "breast bones") and weights to support the "bouncing" parts.  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).  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 two "universal B-n-B compatibility skeleton" mods for FNV on '''Nexus''':
+
: 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).
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
+
</blockquote>
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 
  
:: 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 eliminateThere are "seam concealer" mods that provide necklaces and similar to hide this seam.
+
:* Solution-2a: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera viewsLook into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
  
:: "Face mods" are yet another category subject to preference. You might want to look at the [http://www.nexusmods.com/newvegas/mods/67268/? Loose Comparison of Face Mods (Document)] PDF which compares 3 female NPCs (Cass, Sunny, and Veronica) among a number of separate mod treatments and combinations to get an idea of their differences.
+
:* Solution-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.
:: Some features, such as scars and tattoos, are part of the texture and not a separate additionOthers have to use specific [http://geck.bethsoft.com/index.php?title=Race body part slots], which are broken down into "Body Data", "Face Data", and "FaceGen Race".  Only one mesh can be assigned to each body partFor instance, "Face Data" has only "Eye colors" and "Hair styles".  Which in turn means you can have "hair" or a "hat/helmet" but not both.  If there is hair showing under a hat or helmet, it is part of that "hat" meshFNV does not have a separate slot for "facial hair" (i.e. beards, mustaches, "mutton chops", etc.)Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself.
+
<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 visibleThis 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 TPVYou are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon(See [http://geck.bethsoft.com/index.php?title=Gun_Spread_Formula GECK: Gun Spread Formula].) If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode ''when you use certain weapons or a "Scope"'' and have "True Iron Sights" enabled)Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionalityFor accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
  
:: 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" modRead their installation instructions carefully before choosing.
+
:* Solution-1: Use a mod that allows you to adjust the left to right offset of the camera positionEither of works well combined with Solution-2 options:
 +
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
  
:: FAQs:<br>
+
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
:: Q: What are the common male body replacers?  Female ones?<br>
+
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
:: 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 desriptions using the "search" feature:
+
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
::: 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/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>
+
:* 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.
:: 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).
+
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
:::* 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>
+
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
:: 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 othersThe 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.)
+
=== 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 screenThis 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.  
  
:: Q: What about clothing and armor compatibility between body types?<br>
+
:* 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):
:: 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 doThere 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.
+
::* fAutoAimMaxDistance: 50000.000000 (default: 1800.000000)
::: "BnB" is a little more complicated. Basically, in order to use BnB you have to have the skeleton. So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file.  The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashes. But you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
+
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
::: 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 whatever. Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly. As always, read the documentation carefully.
+
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
::: 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.
+
 
 +
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
 +
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
 +
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
 +
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
 +
::* fVATSH2HWarpDistanceMult: 0.100000 (default 0.270000)
 +
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
 +
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
 +
::* fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
 +
::* fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
 +
 
 +
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
 +
:: Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod [http://www.nexusmods.com/fallout3/mods/15319/? Greatly improved 3rd person aiming] by Peste.)
 +
 
 +
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
 +
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
 +
With "full auto" weapons, when aiming down the "iron sights" in 1st person and firing (even with "JIP Select Fire" set to single shot) the whole weapon seems to jump down so that the iron sights are below the actual aim point. When you stop firing it returns to normal.
  
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
+
: Files that modify "iron sight" firing animations always have the word "attack" in them, and end with "is" (for "iron sight").  They begin with the number of hands holding the weapon (1h/2h), followed by the general weapon type ("P"istol, "A"utomatic, "R"ifle, "M"elee, etc.), which combined make up the "weapon category".  Automatic weapons all use one attack animation in their category: '''1hpattackloopis''' ("OneHandPistol" animation type in '''GECK''' or "Pistol - Ballistic" in [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit]); '''2haattackloopis''' ("TwoHandAutomatic" or "Rifle - Automatic"); and '''2hrattackloopis''' ("TwoHandRifle" or "Rifle - Ballistic"). Other "iron sight" weapons have their attacks marked with a number ('''2hrattack''3''is''' for example).
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
 
  
: In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.
+
: 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.
 +
 +
* 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]
  
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
+
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
 +
: 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.
  
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
+
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
 
  
* Cause-1: As pointed out in [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] you can't just assume every mod affecting the head will work with every other, or even with the body mod you have chosen.  They are not "mix-n-match".  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" page. Note that some require MANUAL installation.
+
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
 +
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.
  
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
* Cause: This is a bug in some animations.  It is particularly noticeable with the "plasma rifle".
<blockquote>
+
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" file.  Search the Nexus on the keyword "animation".  (There is also the mod [http://www.nexusmods.com/newvegas/mods/64339 Asurah Reanimation Pack] which will not get picked up by that keyword search.)  The mod [http://www.nexusmods.com/newvegas/mods/57561 Animation Resources] by '''Fallout2AM''' includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
 
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
+
<span id="Issue: Animation Clipping"></span>
background-color:#333333;padding:3px;
+
=== Issue - Animation Clipping ===
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
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.
">
+
 
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>
+
* 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.
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
+
:* 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.
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
+
 
<br>
+
* Cause-2: It's simply how the game handles weapon animationsWeapon 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.
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
+
:* Solution-2: Not much can be done about it.  As most of the time these are "transient" temporary issues, it's best to just ignore themIf it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
<br>
+
:: 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 textures. Case in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''. Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacements.  Always check both the general mod description and that of the individual files.
Therefore, in order to change eye colors without CTD you MUST:<br>
+
 
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
+
<span id="Issue: AuthorityGlasses"></span>
2) change eye color.<br>
+
=== Issue - Authority Glasses worn weirdly ===
<br>
+
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.
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 styleBut 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/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.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 toTrying to use the console command "''ShowRaceMenu''" here will probably crash the game.
+
* 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.
:* 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.
+
:* 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.
* 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>
+
<span id="Issue: Blood Decal Duration"></span>
  
=== Issue - Body Replacer - Custom Race skin mismatch ===
+
=== Issue - Blood Decal Duration ===
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.
+
Adjust how long the "decals" of blood spatter remain on things when they take damage.
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
+
* Cause: This is controlled by several settings in the game INI filesChange in all three files: see the [[FNV General Mod Use Advice#Game INI files|Game INI files]] section for the location and names of each.
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
+
:* 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.
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
+
:: Mod: [http://www.nexusmods.com/newvegas/mods/212/? Enhanced Blood textures(EBT)] by '''dDefinder'''.
:: Defining the NPC in an ESM is the only solution that works for everyone.
+
:: 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]
:: 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.  
+
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
::* 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:
+
[Display]<br>
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
+
''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>
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
+
''iMaxDecalsPerFrame=''[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).<br>
/* Remove the next four 'white-space' lines to restore default white-space processing. */
+
''fDecalLOD0=''[def: NA] ; increases the distance that blood decals appear. EBT adds & sets to 70000.<br>
white-space: pre-wrap;       /* css-3 */
+
''fDecalLOD1=''[def: 1000.0000] ; undefined functionality but FNV default setting.<br>
white-space: -moz-pre-wrap/* Mozilla, since 1999 */
+
''fDecalLOD2=''[def: 1500.0000] ; undefined functionality but FNV default setting.<br>
white-space: -pre-wrap;     /* Opera 4-6 */
+
''iMaxDecalsPerFrame=''[def: 10]<br>
white-space: -o-pre-wrap;   /* Opera 7+ */
+
''iMaxSkinDecalsPerFrame=''[def: 3]<br>
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.
+
[Decals]<br>
 +
''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>
  
:: Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named '''UpperBody.dds''', then the normal map needs to be named '''UpperBody_n.dds''' and the skin needs to be '''UpperBody_sk.dds''', and all of those files need to be in the same folder. You only define the base texture ('''UpperBody.dds''') for the race in the '''GECK''''. The '''GECK''' just assumes that the other files will be in the same place and will have the same name.
+
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
 +
=== 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 design.  The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps". These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded. A detached limb can then be further dismembered into "gore chunks".
 +
:* Solution-1: To completely disable all gore and blood effects:
 +
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
 +
:: Add under the "[General]" section of all three:
 +
:: <pre>bDisableALLGore=1</pre>
 +
:: Save the file.
  
:: 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.
+
:* Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod  [http://rd.nexusmods.com/newvegas/mods/59147 Ragdolls] by '''MadAce''', under it's '''MCM''' menu has settings affecting:
 +
::* "Limb Explosion chance"
 +
::* "Limb Dismemberment Chance"
 +
::* "Limb Dismemberment Chance"
 +
::* "Explosion Strength"
 +
::* "Projectile Strength"
 +
:: which can be set all the way down to zero percent (pt). Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.
  
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
+
<span id="Issue: BobbingNPCs"></span>
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]] This contains the "rules" of making an ESM.
+
=== Issue - Bobbing NPCs ===
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
+
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.
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
+
 
 +
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
 +
:* Solution-1a: Make sure that your in-game framerate is capped below 120 FPS. Use some FPS counter within the game to double check if it really is below 120.
 +
:* Solution-1b: There is a trade off between ''player foot dynamic placement'' efficiency and the absence of foot bouncing glitches for NPCs. It eliminates NPCs bouncing glitches almost entirely, but also makes ''player dynamic foot placement'' work slightly worse.
 +
:: Set these lines in either "FalloutPrefs.ini" or "FalloutCustom.ini" to the following:
 +
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
 +
[FootIK]<br>
 +
fOnOffGain=0.01<br>
 +
bFootPlacementOn=0<br>
 +
fPelvisUpDownBias=0<br>
 +
fPelvisOffsetDamping=0<br>
 +
fOriginalGroundHeightMS=0
 +
</div>
 +
:* Solution-1c: Disable ''FootIK'' completely.
 +
<div style="margin:0px 10px 10px 50px; border:1px solid #DAA520; color:#FF9933; background-color:#000000; padding:3px;">
 +
[RagdollAnim]<br>
 +
bFootIK = 0
 +
</div>
 +
 
 +
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
 +
 
 +
=== Issue - Body Replacer - Big Head or Hair bug ===
 +
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: Body Replacer - Default/Vanilla"></span>
+
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
+
: 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.
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.
+
:* 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.
  
* 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 armorThere are some mods which provide alternative "underwear", but these are also integrated into the texture.
+
<span id="Issue: Body Replacer - Custom Body Types"></span>
 +
=== Issue - Body Replacer - Custom Body Types ===
 +
Problems getting various custom body replacements, such as "Type 3" and "Type 6", to work correctly(Since most of these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.)
  
:* Solution: The mod "Simple Vanilla Nude Body Replacers by Ghostwalker71 and Jokerine" is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages.  They are the same resolution (1024x1024) as the vanilla "race" files they replace(Since this is classified as an "Adult" mod, a direct link is against Nexus rulesWith the full mod and authors name you should be able to search it out on your own.)
+
* Cause: Install failures, usually from not understanding what is involved.
 +
:* 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.
  
:* Related:
+
:: 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.  
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''Female FaceGen presets only.
 
::* [http://www.nexusmods.com/newvegas/mods/55174 zzjay's body and face textures workshop - Type 3 and 6] by '''zzjay'''.  Includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races.
 
  
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
+
:: 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 - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
+
:: The vanilla body "texture" has underwear included, so it is not removable. Custom body textures may have both a "nude" option and an "underwear" option texture.  These are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears 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.
* 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 systemNot all older systems will be able to handle the challenge.
 
: The extensive [http://forums.nexusmods.com/index.php?showtopic=1257503 FCO "comments" forum thread] on the subject has the answers to pretty much every conceivable question not answered hereUse the forum search function.
 
:* Solution-1: Make sure you have complied with the following requirements:
 
::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (currently 5.1b4).
 
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
 
::* Have the official "Old World Blues (OWB)" DLC installed and active.
 
::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
 
::* Only install optional components of FCO you actually need.  When in doubt, don'tYou can add them later.
 
::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
 
::* Start a new game either upon installing or uninstalling FCO.  The changes it makes to characters are such the effects upon a game in progress are not supported.
 
  
* Cause-2: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
+
:: 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.
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
 
:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
 
:* Solution-2c: Other mods may also have their own patches for FCOBe sure to check the download pages for any mods already installed for "compatibility patches" for FCOBe careful as to which version of FCO each patch is designed to work with.
 
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
+
:: "B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (e.g. "breast bones") and weights to support the "bouncing" parts.  (These different bones and weights are also the case with some "Havok" and "Power Armor" mods.) They will either provide or tell you to use a specific "skeleton" in order to work correctly.  Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" (i.e. stretching out to the horizon) or otherwise appear "weird".  There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know about. As a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabled.  Sometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available.  Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully.  This "skeleton" choice can easily limit your options.  There are three "universal compatibility skeleton" mods for FNV on '''Nexus''' designed to overcome this compatibility problem:
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
+
::* [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").
* 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.
+
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
:* 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 firstThen install the mod [http://www.nexusmods.com/newvegas/mods/63230/? Fallout Character Overhaul Pink Faces fix] by '''Fheese'''. See the comments for additional information.
+
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 +
::: Read their descriptions carefully.
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></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 meshIt 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 - 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.
 
  
* Cause-1: Mod conflict with FCONote the older version (v2.3.1) is available on the same download page under "Old Versions".
+
:: "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.
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
 
  
* Cause-2: According to the author of all FNVR versions, with FNVR3 the correct approach in conjunction with FCO3 is to use one or the other.  'Although FCO will "technically" work with New Vegas Redesigned 3, it's best not to. It's best to use one or the other. But not both. This makes it so that you will get New Vegas Redesigned 3's faces instead of the ones in FCO and it leaves the characters I left alone (ie. Lt. Monroe), etc. alone.' A more detailed expanaition can be found in [https://forums.nexusmods.com/index.php?/topic/1876875-new-vegas-redesigned-3/page-96#entry16892164 the FNVR3 forum thread].
+
:: 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.
: Note there are separate mod download pages for [http://www.nexusmods.com/newvegas/mods/39218/? FNV Redesigned 2 (FNVR2)] and [http://www.nexusmods.com/newvegas/mods/56312/? FNV Redesigned 3 (FNVR3)].
 
  
:* Solutions-2: As FCO3 does not work well with "Fallout New Vegas Redesigned" (FNVR), despite the author's advice people have had some success (with the same caveats as listed in the post above) using FCO2 instead of FCO3 in combination with FNVR2.  Any one of the following may also be required to resolve the "eye roll" problem.
+
:: 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.
::* [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>
+
:: FAQs:<br>
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
+
:: Q: What are the common male body replacers?  Female ones?<br>
'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" mod. This can be done successfully, but requires close adherence to the '''FNVR3''' install instructions. Even so, many people have had problems with crashes and performance in heavily modded games.
+
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions.  With the full name AND authors you should easily find their descriptions using the "search" feature:
 
+
::: Males:
* Cause: The mod has been in production since '''FNV''' was released in 2010, and it's never had a thorough cleaningOver the near-decade that '''Dracomies''' has spent working on it, the '''GECK''' added tons of wild edits (it does that), and there were even some obsolete values from before the '''Fallout Official Patches''' were applied back in 2010/2011 still lurking in the plugins.
+
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
: In addition, '''FNVR3''' relied on both an ESM and an ESP pluginThe main reason for the ESP is that when "NPC Actor" records are stored only in an ESM, you can get visual glitches such as what some call "whiteface", generally intense bright discoloration. '''FNVR3''' also suggests setting ''bLoadFaceGenHeadEGTFiles=1'' in the various INI files to further help with this problem, but that setting is an intense resource hog (it generates textures for every character on the fly while in game), which is a lot to ask of your modded setup on what is already a fairly unstable engineThere is a better way to resolve this though, using the "Export Face Textures" feature in the '''GECK''', eliminating the need for an ESP file.
+
:::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay and 7thNighthawk'''.
 +
:::* [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'''.
 +
:::* [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 Type4And, 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 packRequires [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'''.
  
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/65865 Qwinn's Refined FNV Redesigned 3 (QRNVR3)] by '''Qwinn''' is an authorized overhaul of FNVR3 to cleanup all the old issuesThe mod is currently a "beta test" of the cleanup which, if successful, will be rolled into the official '''FNVR3''' 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.
+
:: Q: What is the difference between Body Type 3 and Body Type 6M, etc?<br>
:: Qwinn has authored two articles to supplement QRNVR3:
+
:: 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 authorType 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).
::* [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.
+
:::* HD versions have more polygons, which place a heavier demand on the video memory.
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
+
:::* 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>
 +
:: 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.)
  
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
+
:: Q: What about clothing and armor compatibility between body types?<br>
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
+
:: 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.
* Cause: Mod authors usually choose "poses" available from other mods to show off their resultsThose poses accentuate the figure in a way that the normal in-game animation does notAlso, the game has a horrible "fisheye lens" effect with the default 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 20The game is unplayable with the FoV this low; but it makes for better character screenshots.
+
::: "BnB" is a little more complicated.  Basically, in order to use BnB you have to have the skeletonSo 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 crashesBut you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
:* 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.
+
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck. For the time you're wearing an outfit, your body will be that size, for most things.  This is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or 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.
 +
::: 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)] insteadThe documentation is still available on the first link provided.
 +
 
 +
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
 +
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
 +
 
 +
: In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.
 +
 
 +
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
  
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
+
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
+
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
Many people have had problems getting this to install. The 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.
+
* 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.
* 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.
+
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
<blockquote>
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
#: Remember to '''Merge''' instead of "replace" them when installing.
+
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable.  Examples by '''Exeter''':
+
background-color:#333333;padding:3px;
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
+
">
## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
+
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
+
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
#: Remember to '''Merge''' updates/patches, not "replace".
+
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
+
<br>
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
+
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
# Check "I have installed Invalidation myself and it works perfectly."
+
<br>
# Click through the FOMOD installation and choose your options. Click Install.
+
Therefore, in order to change eye colors without CTD you MUST:<br>
# After install, it will give you errors like these:
+
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
#:: Unable to install default meshes.
+
2) change eye color.<br>
#:: Unable to install (Selected) Body Mesh.
+
<br>
#:: Unable to install default textures.
+
As long as you do this in this order your game will NOT crash.</div>
#:: Unable to install textures for (Selected private parts).
+
</blockquote>
#:: Unable to install (Selected Raider) textures.
+
: Once you have successfully changed eye color, then you can safely change to your custom hair style.  But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
#:: Unable to install Sleepwear meshes.
+
:* Solution-1: Hair and Eyes are "slots" on the head.  This mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECK. The solution depends upon the mod.
#:: Unable to install default textures for Sleepwear.
+
::* [http://www.nexusmods.com/newvegas/mods/62744 Megaton Hairs - Vegas Edition] by '''zzjay''' is for the vanilla game races only, but includes a tutorial on how to add it MANUALLY to your custom race.
#:: Unable to install (Selected) texture for Sleepwear.
+
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
#: Just click "OK", ignoring them.
+
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
# Activate the plugin (check marking it).
+
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
# Post install:
+
::* [http://www.nexusmods.com/newvegas/mods/68016/? Hair Patcher Two] mod by '''Fallout 2AM''' adds a few differences to '''Hairs - Eyes - Races Auto - Patcher''' (by the same author).
## Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
+
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
## Close and reopen profiles.
+
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
## Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
 
# Verify the Install Order (on the left MO pane):
 
## Type3 Body and Armor replacer
 
## Dead Money Type3 Outfits
 
## Type 3 Honest Heaart Tribal Armors
 
## Old world Blues Armors for Type 3
 
## Lonesome Road Armors for Type 3
 
## BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
 
#: Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
 
: You should now see the BoG textures when you launch the game.
 
  
<span id="Issue: Body Replacer - Type 6M?"></span>
+
* Cause-2: Unsuccessfully trying to switch between race or hair mods.  The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (''TCL''), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to.  Trying to use the console command "''ShowRaceMenu''" here will probably crash the game.
 +
:* Solution-2: Instead reinstall and enable whatever mod contains the race you were playing, then use the console ''ShowRaceMenu'' command to switch to something else vanilla before removing it again.  Then perform a "Clean Save" as laid out in the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article before attempting to install a replacement.
 +
* A guide on custom race creation that covers adding hairs to races is: [http://www.nexusmods.com/newvegas/images/102834 How to Create a Custom Race] by '''jim_uk''' in the "Images" section of the Nexus.  There is also a [http://www.nexusmods.com/newvegas/mods/62261/? How to Create a Custom Race PDF] version in the Mods section.
  
=== Issue - Body Replacer - Type 6M ===
+
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
Problems getting this body replacer to work correctly.
 
  
* Cause: You need, in addition to a Type 6 body replacer, the correct body ''texture'' and "clothing and armor" modsSuch mods usually need to be installed MANUALLY. Read their documentation carefully.
+
=== Issue - Body Replacer - Custom Race skin mismatch ===
:* Solution: Type 6 bodies are based upon Type 3 bodies. This makes many Type 3 based mods compatible with Type 6. (An "M" suffix just means it is slightly modified from the base Type body in some dimension. This is usually not enough to make it sufficiently different to cause problems.)  Keep in mind the ''meshes'' are separate from the ''textures'', but the ''meshes'' contain the path to the ''texture'' files they use. Common choices that work are:
+
This is most commonly seen as a difference between the skin color of the head and the body.  This is a "texture" problemAdjusting the tone sliders in the racemenu does not change anything.
::* [http://www.nexusmods.com/newvegas/mods/34702/? BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''. Note that SOME FO3 body textures MAY generally work as well but must MANUALLY install only the texture files.
+
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
::* [http://www.nexusmods.com/newvegas/mods/54438/? DIMONIZED TYPE3 female body] by '''dimon99'''. Straight copy from FO3 (not ported).  Use textures only; as a "lower" resolution alternative to other body texture replacements.
+
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
::* [http://www.nexusmods.com/newvegas/mods/45505/? T6M Equipment Replacer NV] by '''Izumiko'''. Type 6M Clothing and Armor.
+
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
:: Don't forget to toggle "ArchiveInvalidation" off-and-then-on again after installing new textures.
+
:: Defining the NPC in an ESM is the only solution that works for everyone.
 +
:: If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.  
 +
::* In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 +
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">bLoadFaceGenHeadEGTFiles=1</div>
 +
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
  
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
+
:: It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be ''SHADER_SKIN'', and the ''SF_Specular'', ''SF_Skinned'', ''SF_FaceGen'', ''SF_Remappable_Textures'', and ''SF_ZBuffer_Test'' flags need to be set. You can check and modify these using '''NifSkope'''. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race.
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
+
 
Upon opening a save, the player character is suddenly invisible except for their shadow. NPCs act like the character is present. Loading an earlier save doesn't have the problem.
+
:: 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.
  
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
+
:: 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.
  
:* 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]):
+
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
::<pre>
+
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]]  This contains the "rules" of making an ESM.
::: prid 14
+
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
::: enable
+
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
</pre>
 
:: and close the console.
 
  
<span id="Issue: Disable Map Markers?"></span>
+
<span id="Issue: Body Replacer - Default/Vanilla"></span>
===Issue - Disable Map Markers===
+
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
+
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 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 locationThen click the "OK" button, and save the file.
+
* 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 armorThere are some mods which provide alternative "underwear", but these are also integrated into the texture.
  
:* 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.
+
:* 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.
  
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
+
:* Related:
=== Issue - Distant terrain or LOD flickers rapidly ===
+
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''.  Female FaceGen presets only.
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
+
::* [http://www.nexusmods.com/newvegas/mods/55174 zzjay's body and face textures workshop - Type 3 and 6] by '''zzjay'''.  Includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races.
* Cause: 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.
+
::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay''' and '''7thNighthawk'''.  '''High poly''', improved and SEAMLESS version of the male body.  Compatible with VANILLA outfits and comes with actual feet instead of blocks, thanks to Robert's.  Underwear, nude and "erect" versions.
  
* Solution: 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.
+
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
: Tweaks to create "Fog" in the distance to mask Z-Fighting: The following are derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
 
:* [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>
+
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' ===
+
* Cause-1: Usually the problem is not understanding or following the installation instructions.
* 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'''.
+
: Note that FCO is a "high resolution" texture replacement of characters and NPCs.  These will place additional demands upon your video system.  Not all older systems will be able to handle the challenge.
:* Solution-1: The problem has been fixed in version 9 of the mod.
+
: 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.
* 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-1: Make sure you have complied with the following requirements:
:* Solution-2: Thanks for '''Merik2013''' for diagnosing the source and solution to the problemHe 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.
+
::* 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).
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
+
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
::* Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also unticked 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 "Set Enable State to Opposite of Parent" option under the "Enable Parent" tab.
+
::* 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.
  
<span id="Issue: Female Character strafing left modelling glitch"></span>
+
* 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.
=== Issue - Female Character strafing left modelling glitch ===
+
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
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-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
 +
:* Solution-2c: Other mods may also have their own patches for FCOBe sure to check the download pages for any mods already installed for "compatibility patches" for FCO.  Be careful as to which version of FCO each patch is designed to work with.
  
* Cause: Why the problem persists through a re-install is unknown.  However, the cause appears to be related to the "left movement" animations used.
+
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
:* Solution: For at least one user this was "mitigated" (though not actually resolved) by downloading a "BnB" (Bouncing Natural Breasts) skeleton and copying the "left movement" animations located in that mod's "meshes\characters\_male\female" folder to that of the "Data" folder tree.
 
  
<span id="Issue: Flickering Shadows on grass"></span>
+
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
 +
* Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
 +
:* Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two 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.
  
=== Issue - Flickering Shadows on grass ===
+
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></span>
* Cause: Video settings issue.
+
=== Issue - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
:* Solution: Any one or combination of the following may work:
+
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.
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel.  HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS.  Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit.  NLE really tones down the glare and is more subdued.
 
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
 
:# Set ''Negative LOD Bias'' to "Clamp" in the video adapter card control panel.
 
:# Disable ''Anti Aliasing '' in the video adapter card control panel.
 
:# In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" section.  However, reportedly this only affects the shadows of Actors.
 
:# Use the [http://www.lagom.nl/lcd-test/ Lagom LCD Monitor Test Site] to check if you need to adjust the color controls (e.g. "brightness or contrast") on your physical display monitor.
 
  
<span id="Issue: Floating objects"></span>
+
* Cause-1: Mod conflict with FCONote the older version (v2.3.1) is available on the same download page under "Old Versions".
===Issue - Floating objects===
+
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
Some objects in a cell "float" above ground level.
 
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
 
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the game.  The result would persist from that save game point onwards.  However it will re-appear if an earlier save were loaded, or a new game started, or a new mod added which also conflicts: so it is only a temporary solution to that specific conflict.  The edit would consist of:
 
:* Click on the floating object.
 
::* Use the "getpos [x|y|z]" commands, where "x"= is the '''horizontal''', "y" is the '''vertical''', and "z" is 'the '''height''' above the water table (AKA "ground level")' axis location in the cell.  Each axis must be retrieved individually, i.e. "getpos x", "getpos y", and "getpos z".  Record each result.
 
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
 
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level".  Note the floating decimal number value.
 
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
 
:* Repeat the above steps for each floating object as needed.
 
:* Make a "full save" to a new "save game" slot.
 
  
<span id="Issue: Fog effect around the Vegas Strip"></span>
+
* 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].
=== Issue - Fog effect around the Vegas Strip ===
+
: Note there are separate mod download pages for [http://www.nexusmods.com/newvegas/mods/39218/? FNV Redesigned 2 (FNVR2)] and [http://www.nexusmods.com/newvegas/mods/56312/? FNV Redesigned 3 (FNVR3)].
* Cause: 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]".
 
:* 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>
+
:* 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.
=== Issue - Head clipping through hair ===
+
::* [http://www.nexusmods.com/newvegas/mods/37537/? Hi-Res Eyes Replacer by Zenl] for FCO2.
* 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.
+
::* Try reinstalling and not using the "child eye fix".
:* 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".
+
::* 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: Interior cell portions not visible"></span>
+
<span id="Issue: Body Replacer - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
=== Issue - Interior cell portions not visible ===
+
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
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.
+
'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" mod.  This can be done successfully, but requires close adherence to the '''FNVR3''' install instructions.  Even so, many people have had problems with crashes and performance in heavily modded games.
  
*Cause: 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.
+
* Cause: The mod has been in production since '''FNV''' was released in 2010, and it's never had a thorough cleaningOver the near-decade that '''Dracomies''' has spent working on it, the '''GECK''' added tons of wild edits (it does that), and there were even some obsolete values from before the '''Fallout Official Patches''' were applied back in 2010/2011 still lurking in the plugins.
:* Solution: 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.
+
: In addition, '''FNVR3''' relied on both an ESM and an ESP plugin.  The main reason for the ESP is that when "NPC Actor" records are stored only in an ESM, you can get visual glitches such as what some call "whiteface", generally intense bright discoloration. '''FNVR3''' also suggests setting ''bLoadFaceGenHeadEGTFiles=1'' in the various INI files to further help with this problem, but that setting is an intense resource hog (it generates textures for every character on the fly while in game), which is a lot to ask of your modded setup on what is already a fairly unstable engineThere is a better way to resolve this though, using the "Export Face Textures" feature in the '''GECK''', eliminating the need for an ESP file.
  
<span id="Issue: Invisible Companion"></span>
+
:* 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.
=== Issue - Invisible Companion ===
+
:: Qwinn has authored two articles to supplement QRNVR3:
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.
+
::* [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]
  
* Cause: Unknown, but the situation has been reported to occur before.
+
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
:* Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
+
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
::* Travel to the companion's location so your character is near them.
+
* 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.
::* Open the in-game console (default is the < ~ > key).
+
:* 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.
:::* < Click > on the companion. This is all that is needed. Note this will display an 8 character "Ref-ID" above them, which you will need to remember.
 
::* Enter the console command: "prid <Ref-ID>" and < Enter >, but without the quotes (where "Ref-ID" is what you noted for the companion in the previous step).
 
::* Now enter: "disable" and < Enter >.
 
::* Follow with "enable" and < Enter >.
 
:: This sequence should make the companion visible again.
 
  
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
+
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
  
:* 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 solutionFollow the same basic process with the commands:
+
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
::* "prid <Ref-ID>"
+
Many people have had problems getting this to installThe following needs to be understood.
::* "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>
+
* 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.
=== Issue - Missing textures or walls ===
+
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
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).
+
* 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.
  
* Cause: Mod conflict
+
* 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.
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culprit. Deactivating it has been reported to correct the issue.
+
 
+
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
+
#: Remember to '''Merge''' instead of "replace" them when installing.
=== Issue - Mod makes the Sun too bright off surfaces ===
+
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable. Examples by '''Exeter''':
Note this is not "sun glare", which is when you look directly at the sun in game.
+
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
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.
+
## [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]
* 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".
+
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
 
+
#: Remember to '''Merge''' updates/patches, not "replace".
:* 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.
+
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
:: Some mods intend you to use hats and sunglasses to mitigate the effect. Changing the facing direction may also have an effect.
+
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
:: INI tweaks depend upon which surfaces and where they are located.  See the [http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV) for the effects of particular settings.
+
# Check "I have installed Invalidation myself and it works perfectly."
 
+
# Click through the FOMOD installation and choose your options. Click Install.
:* 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.
+
# After install, it will give you errors like these:
:: 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.
+
#:: Unable to install default meshes.
 
+
#:: Unable to install (Selected) Body Mesh.
:* Solution-1c: INI Lighting tweaks. The following is derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout]. Page numbers refer to that document.
+
#:: Unable to install default textures.
::* [View Distance] (Page 7)
+
#:: Unable to install textures for (Selected private parts).
::: 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.
+
#:: Unable to install (Selected Raider) textures.
::* [Display] (Page 7)
+
#:: Unable to install Sleepwear meshes.
::: 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.
+
#:: 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.
  
:* 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.
+
<span id="Issue: Body Replacer - Type 6M?"></span>
:: 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.
+
=== Issue - Body Replacer - Type 6M ===
 +
Problems getting this body replacer to work correctly.
  
:* 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.
+
* 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.
 +
:* 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:
 +
::* [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.
  
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
+
<span id="Issue: BrokenHitIndicator"></span>
=== Issue: Naked NPCs ''aka missing armor or inventory'' ===
+
=== Issue - Broken Square/Hit Indicator ===
* Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs.  The problem seems most often when they are supposed to be wearing leather armor.  (This appears to be a problem with "leveled lists".)
+
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.
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
 
  
:* Solution-2: Use/rebuild your "merged patch" file.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article. Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
+
* 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: Go to "settings" [SIC] and change your texture size to "High".
 +
:: NOTE: The comments page indicates that some individual "Just" mod components work fine when installed separately; but not when installed as part of the umbrella "Just Assorted" package.  YMMV.
  
:* Solution-3: Just open the console (default "<~>" key), click on the NPC and note it's displayed "Base-ID". Then type "resurrect <Base-ID>" (replacing "<Base-ID>" with the value noted when you clicked on the NPC). The NPC will be correctly refreshed with its gear.  If that doesn't work, try "resetinventory <Base-ID>".
+
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
  
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
+
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
+
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.
Some NPCs in the game, such as General Oliver & the Holograms & Dean Domino (when you meet him in the theater in Dead Money DLC), make that annoying SHHHH sound & hand gesture.
 
  
* Cause: This has been traced to the mod [http://www.nexusmods.com/newvegas/mods/43386 Axepriests Face Aches for FNV] by '''SariDecember''', which is a port of the FO3 mod [http://www.nexusmods.com/fallout3/mods/6709 FAFF - Face Aches For Fallout] by '''Axepriest''' (who hasn't been active on Nexus since Feb 2016).  This adds facial expressions to idle animations ("*.kf" files).
+
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
:* Solution: The mod is designed only to work with vanilla head meshes and textures, adding "morphs" which reference the data built into the FaceGen TRI files.  (See the "[[Getting_started_creating_mods_using_GECK#FaceGen:_Heads.2C_Faces.2C_Hairs.2C_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]]" section of the wiki "[[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]]" article.)  Either remove the mod, or refer to the FNV and FO3 mod descriptions to attempt to change the morphs associated with the idle animation in question.
 
  
<span id="Issue: Pink teeth/tongue/mouth"></span>
+
:* 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]):
=== Issue - Pink teeth or tongue or mouth ===
+
::<pre>
* Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
+
::: prid 14
:* Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the mod.  This time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).
+
::: enable
 +
</pre>
 +
:: and close the console.
  
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></span>
+
<span id="Issue-WonkyTextures"></span>
=== Issue - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
+
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
* Cause: Fallout 3 and New Vegas have a bug when using ''iFPSClamp'' (in the game INI file), causing the hands of NPCs and the player to either become massive, or collapse into themselves.
+
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF).  The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1ms.  This is an "Unreal Engine" bug which persisted into 2015 (at least).
+
* Cause: "Project Nevada" appears to cause a texture problem with the "Chinese Assault Rifle".
: As both NVSR and NVTF use the same code for the "64Hz bug", the end result is that you can choose between having a microstutter and no "fingers glitch" or having no microstutter and fingers glitching out.
+
:* 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.
: There is no one reliable solution to the problem. The following "mitigations" have helped people to different extents.
 
  
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
+
<span id="Issue: Disable Map Markers?"></span>
::* The various "Borderless Window" or "Fake Fullscreen Window" mods (such as "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by virusek) may prevent Vsync issues if you don't have a triple buffered video card. 
 
:* Mitigation-2: Setting "bManageFPS=0" in NVSR.INI, the "finger glitch" problem is gone, but then stuttering is back.
 
:* Mitigation-3: Limit your FPS to 60.  If that doesn't help, try using a setting just below that (ie. 57-59).
 
:* Mitigation-4: Manage your FPS setting in only one location (e.g. NVSR or the INI file, but not both).  If you do have to manage it in more than one location, then ensure you have the same cap in all setting locations.  (There are suggestions about this in the "Causes" under the [[#Issue_-_Game_in_slow_motion|Issue - Game in slow motion]] entry.) 
 
:: Note there may be different settings for "maximum" and "minimum" FPS.  Setting a "minimum" below 30 causes the render engine into a "slow display mode".
 
:* Mitigation-5: Others have reported that "drawing a two-handed weapon" or exiting to the desktop and re-loading the game save file have temporarily resolved the "fingers glitch" problem.
 
:* Mitigation-6: Try a different video driver.
 
::* Or, an alternative solution to a driver update: Grab [http://www.entechtaiwan.com/ps.htm Powerstrip] and follow simple instructions in [http://gfycat.com/MinorSilentArgusfish this GFY].
 
  
<span id="Issue: Pip-boy and Terminal screens are all white/blank"></span>
+
===Issue - Disable Map Markers===
 
+
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
=== Issue - Pip-boy and Terminal screens are all white or blank ===
+
* 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".
* Cause-1: This is a known game bug.
+
:* 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".
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
+
::* Start '''FNVEdit''' and load your current load order (selected by default).
 +
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
 +
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
 +
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
 +
::* Find the map marker you want to disable.
 +
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
 +
::* At this point you may be introduced to a warning. Accept it.
 +
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
 +
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 +
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 +
::* Right-click the record and select "Copy as override into...".
 +
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 +
::: Selecting the record will now also list the override from your new plugin in the right panel.
 +
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 +
::* When you're all done, close the '''FNVEdit''' program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close '''FNVEdit'''.
  
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
+
:* Solution-2: Click on the marker in '''GECK''' to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the locationThen click the "OK" button, and save the file.
:* Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folderThe game will then use the default files in the BSA.
 
  
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
+
:* Solution-3: If you wish to unset the "visible" flag (in the "Marker Data" section of the [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] window) instead of disabling the marker, that can be done in "FNAM - Flags" (near where the name and location type is also defined.) If the visible flag is set, it'll be listed below and you can right-click the entry and select "remove" to unset it.
=== Issue - Playing at greater than 1920x1080 resolution ===
 
* Cause: By default the game hardware setup options only permit a maximum of 1920x1080 resolution.  This is a factor due to it's age.  It simply didn't know what later advances in screen sizes would establish as standards.
 
:* Solution-1: In the "FalloutPrefs.ini" file under the "[Display]" section (near the bottom) are two entries where you should specify your desired game screen size to match your default/native monitor resolution:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
iSize W=<width in pixels> (i.e. 2560)
 
iSize H=<height in pixels> (i.e. 1440)
 
</div>
 
:: However, these only work if you have the "bFullScreen=1" setting enabled so the game starts in "full screen" mode.  In "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
 
  
:* Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a '''NVSE''' mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutions.  NVSE knows and can read the INI setting and override the game.  These are reported to do so:
+
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
 
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
 
  
:* Solution-3: If you are using a "post processor" such as ENB, make sure it is not adding some feature like "cinematic bars" to create an effect similar to "letter-boxing" of your display.
+
=== 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.
 +
* 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.
  
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
+
* 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.
  
<span id="Issue: Scope zoom distortion problems"></span>
+
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></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".
  
=== Issue - Scope zoom distortion problems ===
+
* 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'''.
Playing with widescreen (16:9) and high resolution (1920x1080 or higher) and have a problem with scope zooms (white square edges or just edges in the reticle and the scopes have an outstretched circle).
+
:* 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: Game masking that is automatically applied to scopes.
+
* Cause-2: File "FINAL Searchlight Airport NCR.esm" in mod [http://www.nexusmods.com/newvegas/mods/40324 Searchlight Airport NCR or Legion].  To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
 +
:* Solution-2a: Thanks for '''Merik2013''' for diagnosing the source and solution to the problem.  He simply reset that decal back to its default settings and everything went back to normal. You probably could also just delete it from that ESM as well.  As always, make backups of the mods before editing.
 +
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
 +
::* Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also disabled (unchecked) all the miscellaneous changes made to it just to be sure it took, but that might not be necessary. The changes the mod made were enabling the "Persistent Reference" and "Initially Disabled" options as well as the "Flags: Set Enable State to Opposite of Parent " option under the "Enable Parent" tab.  (The last has also been suggested as a possible general fix to the problem on it's own.)
  
* Solution: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
+
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
*: Make backups of the INIs before changing them.
+
::* 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.
:: When you make any changes to the game INI file, remember to change it in all three files: the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini"). Otherwise you tend to lose track of which you actually changed if you have to "verify files", and they may not appear to "take".<br>
+
::* 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.)
  
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
+
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
=== Issue - Screen brightness gets darker as the game progresses ===
+
:: 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''':
* Cause-1: Conflict between ENB and SweetFX settings.
 
 
 
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
 
:: Make backups of the INIs before changing them.
 
 
<blockquote>
 
<blockquote>
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
+
    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.]
:    fGamma=1.0000<br>
 
:    fGammaMax=0.6000<br>
 
:    fGammaMin=1.4000<br>
 
<br>
 
:    The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 
 
</blockquote>
 
</blockquote>
  
* Cause-2: Don't ignore your monitor's roleMonitors are like TVs: they react to the ambient light levels in the room.  Do not play in a completely dark room.
+
* Cause-3: Some Weather mods cause this problem as a conflict in the interior cells of some mods.
 +
:* Solution-3: If applying the "Solution-2a/2b" fixes above to either or both of the mod plugins in question fails to resolve the issue, try switching to a different Weather mod.
 +
 
 +
<span id="Issue: Female Character strafing left modelling glitch"></span>
  
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
+
=== Issue - 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).
  
:* Amelioration: A mod that gives you more control over lighting in-game: [http://www.nexusmods.com/newvegas/mods/39619/? The IMAGINATOR]This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.
+
* Cause: Why the problem persists through a re-install is unknownHowever, the cause appears to be related to the "left movement" animations used.
 +
:* Solution: For at least one user this was "mitigated" (though not actually resolved) by downloading a "BnB" (Bouncing Natural Breasts) skeleton and copying the "left movement" animations located in that mod's "meshes\characters\_male\female" folder to that of the "Data" folder tree.
  
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></span>
+
<span id="Issue: FPVCameraBug"></span>
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
+
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
* Cause: Unknown.
+
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.
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills you.  Then let the game reload. Sometimes that can clear oddities. However, it doesn't address any underlying cause, so it's only useful as a temporary solution.  Try to see if you can reproduce a reliable set of circumstances to re-create the problem.
 
  
<span id="Issue: Textures randomly change only on particular items"></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 - Textures randomly change only on particular items ===
 
* Cause: There is more than one BSA containing the named texture file, but they have different content.  The game does not have any mechanism to deal with this situation, so it randomly grabs the texture from one or the other BSA file.
 
:* Solution-1: Try the simple solution of toggling "ArchiveInvalidation" off-and-then-on again.  This should cause any loose file to be used instead of one in a BSA.
 
  
:* Solution-2: Determine which mods have the different texturesSee [[#Issue:_Find_the_source_mod-index_of_an_object_in-game|Issue: Find the source mod-index of an object in-game]].  Once you have identified the one with your preferred texture, either remove the other offending plugin or extract the preferred texture from the BSA as a "loose file", and toggle "ArchiveInvalidation".
+
:* Solution: Remove YUP from the load orderAs YUP provides many, many other bug fixes this is less than ideal and not recommended, but does resolve this particular problem.
  
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
+
:* 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.
===Issue - Weapons or Fists are displayed off-center in 1st Person===
 
3rd Person view displays correctly.
 
* Cause: This is the result of a bug with the mod "A Familiar Friend", or with "Readius PipBoy" mods.
 
  
* Solution: Uninstall and start a new game.  It's hard to get the bug out of an existing game.  If you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
+
<span id="Issue: Fisheye"></span>
  
<span id="Issue: Win10 Blurry/small text/icons"></span>
+
=== Issue - Fisheye lens effect in 3rd Person ===
=== Issue - Win10 Blurry or small text or icons ===
+
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.
The problem may be particularly apparent with "install programs".
 
* Cause: This problem occurs on high-PPI resolution monitors and TVs (such as "Full HD" 1920x1080 and 4K-UHD 3840x2160 or higher resolutions).  Windows 10 introduced a solution called "High DPI Scaling", but earlier versions of the OS do not have the same capability because such displays were not in common use at the time.
 
: (The terms "DPI" and "PPI" are often used interchangeably but actually have different technical meanings: DPI (Dots Per Inch) is correctly used for "scan" output in "dots" such as printers and analog displays, while PPI (Pixels Per Inch) is used for output in very small fixed sized "picture elements" ''aka "[http://en.wikipedia.org/wiki/Pixel_density pixels]"''.)
 
  
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programsYou may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
+
* Cause: The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
 +
:* Solution: Use the "mouse wheel" to zoom the "chase camera" in or out as needed, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider].  However, note there are several different FoV settings and they have some impact upon each other.  The mods [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] or [http://www.nexusmods.com/newvegas/mods/65521 Definitive Camera Hotkeys - a PHW Module] for normal game play may also help.
  
:* Solution-1b: If you have a multiple monitor setup, then you want to use "individual display scaling".  Also see the [http://www.pcworld.com/article/2953978/displays/use-windows-10s-individual-display-scaling-to-perfect-your-multi-monitor-setup.html Use Windows 10's individual display scaling to perfect your multi-monitor setup] article in that instance.
+
<span id="Issue: Flickering Shadows on grass"></span>
  
:* Solution-1c: There are other built-in Win10 tools you can use to "fine tune" your displaySee the [http://www.cnet.com/how-to/6-display-settings-you-should-be-using-in-windows-10/ 6 display settings you should be using in Windows 10] article if the above is not sufficient to your needs or you want the best possible results.
+
=== Issue - Flickering Shadows on grass ===
 +
* Cause: Video settings issue.
 +
:* Solution: Any one or combination of the following may work:
 +
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel.  HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS.  Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit.  NLE really tones down the glare and is more subdued.
 +
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
 +
:# Set ''Negative LOD Bias'' to "Clamp" in the video adapter card control panel.
 +
:# Disable ''Anti Aliasing '' in the video adapter card control panel.
 +
:# In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" sectionHowever, 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: Win10 Screen tearing in "Borderless Windowed Mode""></span>
+
<span id="Issue: Floating objects"></span>
 
+
===Issue - Floating objects===
===Issue - Win10 Screen tearing in ''Borderless Windowed Mode''===
+
Some objects in a cell "float" above ground level.
Based upon this [http://www.reddit.com/r/pcgaming/comments/6ukc1z/tip_disable_full_screen_optimizations/ Reddit thread]
+
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
* Cause: Apparently, Win10 "Full Screen Optimizations" setting is enabled by default in Win10 since the Anniversary Update.  It basically forces a game to run in "borderless fullscreen mode" (even if you selected "fullscreen mode" in the game's options) making the game stutter more, frametimes more variable, and there may be some performance loss.
+
* 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.
: It is not putting games into standard "Fullscreen Windowed/Borderless Mode". It's a new presentation mode that is intended to combine the best of both "Windowed" and "Fullscreen Exclusive Mode"Before the Windows 10 Creator's Update, it was exclusive to DX12 UWP apps. Now there are 80+ non-UWP, non-DX12 games which support it.
+
* 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 conflictThe edit would consist of:
: "Standard Fullscreen Windowed Mode" passes everything through the ''desktop compositor'' which forces "triple-buffered V-Sync" to be used, and adds a frame of latency.  This new presentation mode can bypass the ''compositor'', reducing latency and allowing you to disable "V-Sync". At the same time, it enables fast <Alt+Tab>ing if there's no display mode switching.
+
:* Click on the floating object.
: "Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the ''compositor'' and disable "V-Sync".
+
::* 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.
: It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
+
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
:* Solution-1: Disable Win10 "Full Screen Optimizations".
+
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level". Note the floating decimal number value.
:: Here's how to disable it by default: '''Windows Settings | Gaming | Game Bar'''.  The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
+
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
:: Either that or you can do it individually in each game's properties.
+
:* Repeat the above steps for each floating object as needed.
:* Related commentary:
+
:* Make a "full save" to a new "save game" slot.
:: It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a ''fullscreen'' game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of ''borderless'' to ''fullscreen'' that they'd also make ICC profiles work in ''fullscreen''. But no, they make it even worse in that aspect.
 
:: This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.
 
  
<span id="Issue: Wounds don't appear on Actors"></span>
+
<span id="Issue: Fog effect around the Vegas Strip"></span>
=== Issue - Wounds do not appear on Actors ===
+
=== Issue - Fog effect around the Vegas Strip ===
After installing a Body, Armor, or Skin replacement mod, wound decals no longer appear on most enemies. When they do appear, it's only on the legs. This happens with non-humanoid NPCs like Bighorners as well.  The wound decals are supposed to come from mods like [http://www.nexusmods.com/newvegas/mods/57113/ IMPACT] and [http://www.nexusmods.com/newvegas/mods/34917/ Enhanced Blood Textures].
+
* 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.
  
* Cause: The problem lies within NIF files for armors/outfits and creatures.  Each NIF has to be modified so that the main armor/creature ''NiTriStrips'' (or shapes) appear above all other ''NiTriStrips'' (like ''gore caps'' ) in the tree. Only then will decals appear correctly.
+
<span id="Issue: Head clipping through hair"></span>
  
: It's a HUGE amount of work because of the number of faulty armors (just vanilla; not including modded ones like "Type3" and "Roberts"), because sometimes you'll need to join meshes via a texture editor such as '''Blender''' in order to reduce the number of ''NiTri''s as only the FIRST 2-3 mesh shapes are used for decal placement. By default, ''gore cap'' meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
+
=== Issue - Head clipping through hair ===
 +
* Cause: FNV requires the vanilla hair meshes to be located in BSA archives to display properly. If you need to edit one of them, unpack it somewhere other than your Data directory.  If the problem is with custom hair styles, it is most likely that they were not made properly.
 +
:* Solution: If you have "Data\Meshes\Characters\Hair" and "Head" folders, delete them and toggle "ArchiveInvalidation" so the game uses the files in the "Fallout - Meshes.BSA".
  
:* Solution-1a: [http://forums.nexusmods.com/index.php?/topic/6044613-wounds-not-appearing-on-npcs/#entry54108463 Example] of corrected NIF files, explained by '''KiCHo666''':
+
<span id="Issue: Interior cell portions not visible"></span>
<blockquote>
+
=== Issue - Interior cell portions not visible ===
I joined all gore caps into one mesh (1 for torso caps, 1 for limb caps), joined all possible armor parts into one via Blender ('''Outfit1''' and '''Outfit2''' were separated because they use different texture paths.) and then reordered them via [http://niftools.sourceforge.net/wiki/NifSkope Nifskope].
+
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.
"Arms" mesh need to be separated for arms to appear in first person view.
 
PipboyOn/Off are replacement meshes used when NPC has Pipboy equipped.<br>
 
  
After all that, wounds appear correctly in the game.<br>
+
*Cause: Mod conflict with more than one attempting to modify the same interior cell.  Often this is done by an author "copying" the interior cell and making changes without taking proper precautions regarding optimizations.  See the '''GECK''' [[#TIP: Enable "MultiBounds"|TIP: Enable "MultiBounds"]] for details.
 +
:* Solution-1: You may want to experiment with changes to the "interior buffer size" setting.  Start small, as the memory has to come from that used elsewhere.  Please see the "[http://www.tweakguides.com/Fallout3_10.html Memory, Loading & Multi-threading]" entry in the TweakGuides.com "Fallout 3 Tweak Guide".
  
However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.<br>
+
:* Solution-2: The problem in the offending plugin has to be resolved by the author.  In the meantime, you have to identify the offending plugin(s) and remove from your "load order".  Please see the '[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Clean_Saves Clean Saves]' section of the wiki "[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice]" article.
 +
 
 +
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
  
A friend here on '''Nexus''', '''VWgolfR1''', told me about that. So give kudos to him!</blockquote>
+
<span id="Issue: Invisible Companion"></span>
  
:* Solution-1b: ''No gore'' was a problem that was reported in the [http://www.nexusmods.com/newvegas/mods/35047/ Bouncing Natural Breasts] mod commentsOne solution is to use a "gore compatible" texture replacer like [http://www.nexusmods.com/newvegas/mods/34702/? Beware of Girl Type 3 HiRez HiDetailed Replacer].
+
=== Issue - Invisible Companion ===
 +
A companion has suddenly gone "invisible" in the game, and nothing seems to make them visible againTheir marker appears on the Pipboy map, but they do not seem to physically be there upon traveling to that location.
  
<span id="Solutions to Mesh (Red "!" icon) or Texture (solid color) problems"></span>
+
* Cause: Unknown, but the situation has been reported to occur before.
==Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems==
+
:* 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.
  
<span id="Issue: What are these ''Red "!" kite '' icons in the game?"></span>
+
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
=== Issue - What are these -Red Kite- icons in the game ===
 
This Red irregular "kite shaped" hexagon with a white "!" icon is the "missing mesh" indicator.
 
  
* Cause-1: You added meshes as "loose files" that replace the vanilla versions in the BSA files, but the game engine doesn't realize it needs to use them instead.
+
:* Solution-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:
:* Solution-1: Toggle "ArchiveInvalidation" off-and-on again in your mod manager.  This is discussed in detail in the[[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.
+
::* "prid <Ref-ID>"
 +
::* "kill"
 +
::* "resurrect"
 +
::* "disable"
 +
::* "enable"
 +
:: This may require you to "re-hire" the companion and reset it's "companion command options".
  
* Cause-2: Your load order is not sorted correctly.
+
<span id="Issue: InvisibleCorpses"></span>
:* 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.
+
=== 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.
  
:* 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.
+
* 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.
{{xEdit Exclusivity}}
+
:* 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.
  
* Cause-3: Different texture/mesh replacement mods can conflict with each other.  The "install order" can be the cause of the "missing mesh" indicator suddenly appearing, especially where things had been fine before adding the new mod.
+
<span id="Issue: LightingExteriors"></span>
:* Solution-3a: Be sure you are using compatible meshes and textures.  See "Body Replacement Basics" in the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.
 
  
:* Solution-3b: As a general rule, install replacement mods that predominately affect the "background" on the horizon or mountains first, then those that affect the mid-ground (like billboards and trees/flora), with those affecting things you normally don't see well until in the mid- to foreground (like creatures) lastSome experimentation with the "install order" may be necessary.
+
=== Issue - Lighting - Exteriors at night ===
:: Remember that "view while distant" (VWD) ''objects'' require "_far.nif" files and rebuilding of the ".lod" quadrants for ''landscapes'' with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after updating the "load order".  See the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB "TESTG: VWD/LOD Overview"] page to understand the issues and for details on resolving them.
+
Symptoms: Walls and ground textures seem to strangely disappear and re-appear from close view at nightThis might appear to be due to a missing or fading texture.
  
* Cause-4: The path to the mesh and/or texture file must be in "relative" format to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\textures\<SpecificSubFolderPath>").
+
* 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-4: See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]].
+
:* 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: What's with these ''Solid Green'' billboard signs in the distance (LOD)?"></span>
+
<span id="Issue: LightingGlow"></span>
 +
=== Issue - Lighting - Faces and surfaces glow ===
 +
Symptoms: After installing mods, actors' ''faces'' and some surfaces have an excessively bright glow or shine in both interiors and exteriors.
  
=== Issue - What is with these ''Solid Green'' billboard signs in the distance ''aka LOD'' ===
+
* Cause: This has been noted for some users of the mod "[https://www.nexusmods.com/newvegas/mods/35998 Nevada Skies - Weather Effects]".
* Cause: The underlying problem is how the game handles distant 2D objects generally called "trees" or "billboards".<br>
+
:* Solution: Simply disabling the plugin is not sufficient. The report indicated it was necessary to run the "quick auto cleanup" function of [https://www.nexusmods.com/newvegas/mods/34703 FNVEdit] to completely remove the effects and restore things to "vanilla".
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
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">LOD in general is what you see in the distance, beyond the '''uGridsToLoad''' setting value. Bethesda uses static LOD which means that LOD information is prebuilt and doesn't change when mods modify objects in game. Some mods include updated LOD files to address this issue, but they are rare and usually incompatible with each other and require compatibility patches of their own. Those LOD files are generated with GECK which is quite complex procedure unaccessible by majority of users. [http://www.nexusmods.com/skyrim/mods/62698/? TES5LODGen/xLODGen] (the latest version just needs to be renamed to what your game is expecting) tries to address this issue by providing a simple one-click automated LOD files generation for the current load order of user, taking in account all mods that have content visible from distance.<br>-(Source: xLODGen description.)</div>
 
  
:: The game engine treats distant 2D "vegetation trees" and "sign billboards" identically beyond the immediate foreground as "level of detail"(LOD) distant "tree" objects.  The resulting "images" collectively make up "billboards" which are combined into an "atlas".  '''xLODGen''' can combine billboards from different mods into new atlases when you select the "Trees LOD" option.  When you run '''xLODGen''' after updating the "load order", it will replace any missing "billboard" LOD textures to this "solid green" color during LOD generation.  It also lists these "missing" textures in the xLODGen log file.
+
=== Issue - Lighting - Mod makes the Sun too bright off surfaces ===
 +
[Formerly "Issue - Mod makes the Sun too bright off surfaces".]
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
Symptom: Note this is not "sun glare", which is when you look directly at the sun in game.
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+
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 settingsThis appears to be by design.
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">"Atlas" means that there are several separate images located inside a single image. Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in [game] for all trees is performance friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces [in the Gamebryo engine].<br>-(Source: xLODGen description, edited from game specific for more generic purposesSee the game specific version download pages of '''xLODGen''' as to specific differences.)</div>
 
  
:: (For more details about this, please see the article [http://www.reddit.com/r/skyrimmods/comments/466vss/the_difference_between_lods_and_billboards/ The difference between LODs and Billboards explained] on Reddit's Skyrim forumNote there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.<br>
+
* 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".
:: See this [http://afkmods.iguanadons.net/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/ TES5LODGen for Trees LOD] thread for information on how billboards work in TES5LODGen.)
 
  
:* Solution-1a: The mods with LOD additions (such as [http://www.nexusmods.com/newvegas/mods/61206/? LOD additions and improvements] by '''tomzik''') are highly recommended to be installed before LOD generation as they provide extra distance models missing in the vanilla 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: Re-run '''xLODGen''', enabling the "Trees LOD" option. You may also find that adjusting the game INI files '''uGridsToLoad''' setting value to a larger "odd number" (e.g. 7, 9, 11) may help with the issue of "pop-in" (where objects such as "sign billboards" appear "green" until you are much closer to them).  However, note that you may want to also increase the '''uExterior Cell Buffer''' value to accommodate the greater cell data and prevent crashes and stuttering. <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
+
:* 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.
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+
:: 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.
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">Larger values have an impact upon performance.  And once you save the game with a higher setting, you cannot lower it again except by starting a new game.</span> (See the related entries in the [http://www.tweakguides.com/Fallout3_9.html Fallout TweakGuides] for details.)
 
  
:* Solution-1c: The tool [http://www.nexusmods.com/skyrim/mods/60733/? Tree LOD billboard creator for xLODGen] by '''zilav''' can be used to "grab an image of a tree directly from preview/render window of official editor (Creation Kit, GECK and Construction Set) or NifScope, calculate alpha mask, scale, adjust brightness and contrast, generate mipmaps and save ready to use DDS billboard image in a single click."  Please read the "usage guide" on the download page carefully.
+
:* 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.
  
<span id="Issue: Find the source mod-index of an object in-game"></span>
+
:* 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.
  
=== Issue - Find the source mod-index of an object in-game ===
+
* Cause-2: Your monitor brightness/gamma is too high.
This is often desired to determine the source of a missing texture (solid color) or mesh (the White "!" on a Red background symbol in game), or when the file for one has been overwritten producing the "wrong texture".
 
* Cause: The only way to identify a "Reference Object" (one that has been placed into the game world and begins with the "mod-index" of "FF") is to use the console to identify an object in-game.  "Usable objects" that can be picked up must have the object in a container's inventory ("the Player" {your character}, another Actor such as a NPC or creature, or a container such as a cabinet or chest) in order to obtain their "Base-ID".  "Static objects" like signs or billboards that are not movable can be targeted directly to obtain their "Ref-ID", which you will need to turn into a "Base-ID".
 
: For more on the distinctions between the various terms associated with "Reference Objects" and "Form-IDs", please see the 'GECK Form-ID, Base-ID, Ref-ID, and Editor-ID' section in the wiki [http://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK Getting started creating mods using GECK] article.  These distinctions are VERY important to understand.
 
  
:* Solution:
+
:* Solution-2: Use the [http://www.lagom.nl/lcd-test/ LCD monitor test images] web site as reference to adjust your monitor calibration to what you desire.
:# Open the in-game console (default is the <~> key).
 
:#* For "static objects", < Click > on the target.  This is all that is needed. Note this will be a "Ref-ID".
 
:#* For "usable objects", < Click > on the PC, NPC, or container and enter "showinventory" in the game console.  Note this will be a "Base-ID".
 
:# The Form-ID (e.g. "001735E4") will be displayed at the top of the screen.  See this article [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] for an explanation of how to interpret the Form-ID.  In short, the first two characters are the "load order index" (aka ''mod index'') (in [http://en.wikipedia.org/wiki/Hexadecimal hexadecimal], starting with "00").  The ''mod index'' tells you the source mod's position within the "load order".
 
:#* If you have '''NVSE''' installed and the '''plugin file name''', then you can use the console command ''GetModIndex "<pluginname>.ES<M|P>"'' (double quotes required) to get the "load order" ''mod index'' while in-game (i.e. ''GetModIndex "DeadMoney.esm"'' should return "01").
 
:#* The '''NVSE''' console command "''GBO''" (GetBaseObject) after selecting the item will return the "base object id" (Base-ID).  The Form-IDs listed in the Object window of GECK are "Base-IDs". A "Base-ID" is only associated with an object template ''in the editor'', never with an instanced object in-game. Note: Will return the ''leveled'' character/creature form if called on references spawned by a "leveled list". Use "''GBF''" (GetBaseForm) to return the NPC/creature "Base-ID" instead. Source: [http://geck.bethsoft.com/index.php?title=Glossary GECK Wiki].
 
:#* If you have the '''"Lutana"''' or '''"JIP LN" NVSE Plugin''' installed, you can use it's console command `'''''search "<item name>"'''''' (double quotes required), which will show you a list of matching items with Form-IDs.
 
:#* Note that a "00" ''mod index'' means it's from the game master file (i.e. FalloutNV.ESM).
 
:#* DLC masters follow the game master, and should be in order of release.  (See [[FNV_General_Mod_Use_Advice#Vanilla_.22Load_Order.22|Vanilla Load Order]].)
 
:#* The ''mod index'' for other plugins may change as their position on the "load order" changes due to the addition or removal of others. 
 
:#* 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:
 
:#:* 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.)
 
:#:* 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".
 
:#:* "Ref-IDs" will be located in the left-hand pane under the "World" category, and once found their record information in the right-hand pane will tell you the "Base-ID" they are a reference back to.
 
{{Lutana NVSE Plugin Status}}
 
  
<span id="Issue: Fix a "missing/solid color" texture problem"></span>
+
<span id="Issue: Main or DLC missing elements"></span>
=== Issue - Fix a ''missing or solid color'' texture problem ===
+
=== Issue - Main/DLC - missing elements ===
* Cause-1: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
+
Symptoms: A "vanilla" (from the publisher) component of the game (Main or any DLC) is missing or has "messed up" components such as missing the buildings or objects in the distance, meshes, textures, etc..
:* Solution-1a: This is a three part procedure presented in increasing level of difficulty. Details in other articles or sections of this guide cover those aspects in more depth, so read everything first before attempting.
 
  
:# Identify the load order "mod index" of the plugin the object in question belongs to using the procedure laid out in [[#Issue:_Find_the_source_mod-index_of_an_object_in-game|Issue: Find the source mod-index of an object in-game]] entry in this guide.
+
* Cause: Cleaning the ESM file.
:# Make sure you have installed all the "art assets" of that plugin (that is: any ESM and BSA files required)Check the mod "requirements" carefullySometimes these are a separate "mod" or file download.
+
:* Solution: Despite what any "generalized" tool (such as LOOT) or elsewhere for any other Bethesda games may advise as a general practice, DO NOT clean any of the publisher's game files.  If you have done so, use the "verify local files" procedure or your backed up copies to restore the vanilla filesYou may possibly need to rebuild any "merged patch" and FNVLODGen files if simply restoring the ESMs is not enough.
:# Toggle "ArchiveInvalidation" off-and-on again.
 
  
:* Solution-1b: You have a mod conflict that is overwriting that object's record, which requires a change in the "load order" sequence or a "merge/bash patch file" to correct; though this is much less likely for a "missing texture only" problem(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.)
+
:: Even with mods, such cleaning should be performed by the mod author: who is the only one who really knows if an ITM is needed in their modFNV came along after the usual problems that required cleaning were well known, and most authors have taken on that responsibility.  Inform them of any such problems you encounter.
  
:* Solution-1c:  If neither of those solutions is enough to fix the problem, then you have to determine if the texture (DDS) file is missing or corrupt.
+
<span id="Issue: Missing textures/walls"></span>
:# Examine the plugin in [http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit].  (Note that the "mod index" will be different because you probably won't be loading all of the plugins from your "load order".)
 
:# Locate the object, using the "Form-ID" that was returned when you identified the object in ''Solution-1a''.
 
:# Find the "model" (MODL/NIF) filename and path of the object in question.  (The "texture file" name and path is located within the model/mesh "NIF" file.)
 
:# Use [http://niftools.sourceforge.net/wiki/NifSkope NifSkope] to open that NIF file.
 
:# See the wiki article [http://wiki.nexusmods.com/index.php/How_to_fix_hard-coded_texture_paths_in_NIF_files How to fix hard-coded texture paths in NIF files] for the procedure to locate the texture file entry within '''NifSkope'''.  (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found, which is what that article covers.)  But in short form the procedure is:
 
:#* Open the NIF file in '''NifSkope'''.
 
:#* Click on the part you want the texture for; it will highlight it in the ''Block'' list.
 
:#* Expand it and highlight ''BSShaderPPLightingProperty''. Expand that.
 
:#* Highlight ''BSShaderTextureSet''.
 
:#* In ''Block Details'' you will see textures (DDS files). Expand it.
 
:#* There you will see the paths to the textures used by that mesh.
 
:# Once you have identified the texture (DDS) file in question, first ensure it is present.  If it is, then you want to replace it as it might be corrupt.  Either way, install or replace by extracting that file from the plugin archive (or extract the DDS file from the appropriate BSA with [http://www.nexusmods.com/newvegas/mods/54991/ FOMM]) and overwrite the file (if any) in that location.
 
:# Toggle "ArchiveInvalidation" off-and-on again.
 
:# Test the result.
 
  
:: If nothing changes, then you most likely identified the wrong object and need to start over.
+
=== Issue - Missing textures or walls ===
 +
Entering some locations (e.g. "Hidden valley bunker", "Kings school", and "Camp Golf") the walls appear to be transparent or missing, allowing a view of some elements of the adjacent interior rooms.  Collision still seems to be functioning (the character doesn't fall through the "gray areas" if they are entered).
  
* Cause-2: Sometimes installing a mod can replace a vanilla "normal map" (aka "bump map") or fail to include one, which in turn causes some strange effects such as "transparency" and problems with texture Alpha channels (brightness).
+
* Cause: Mod conflict
:* Solution-2: Removing the mod should restore things, but you have to toggle "ArchiveInvalidation" off-and-on-again once it is uninstalled.  If a loose file was actually overwritten, you will need to "verify local files" or re-install the other mod to restore it.
+
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culprit.  Deactivating it has been reported to correct the issue.
  
* Cause-3: Failure of the mod to include a "mipmap" (which includes the same image at various resolution sizes) so it's default size fails to match that of your game settings.
+
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
:* Solution-3a: Try changing the "Texture Size" to "LARGE" in the main game "Settings | Display" menu and "exit to the desktop" to restart the game session.  If that doesn't resolve the problem, try gradually lowering the "Texture Size" settings.  While this will eventually match the size of the mod image allowing to appear correctly, it is likely to causes problems with other mods which don't have mipmaps either and use a different default size.  It's best to bring the matter to the attention of the mod author.
 
:* Solution-3b: Mipmap generation is a "properties setting" in the "Mesh Editor" (e.g. '''Blender''') when creating the NIF file.  You can try to rebuild the NIF file to also produce a "mipmap" file, but that process is beyond the scope of this article.
 
  
<span id="Issue: Pink Screen or textures (VRAM limitation)"></span>
+
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
  
=== Issue - Pink Screen or textures ''aka VRAM limitation'' ===
+
=== Issue: Naked NPCs ''aka missing armor or inventory'' ===
* Cause-1: Usually this means you are running out of graphics VRAM (the physical memory on your video card); typically from too many High Resolution Texture replacement packsThese pink textures can show on faces, hands, and hairs, but also can happen with entire loading screens. When you start seeing this "pink stuff", a CTD is just around the corner.
+
* Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs.  The problem seems most often when they are supposed to be wearing leather armor(This appears to be a problem with "leveled lists".)
 +
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
  
* Cause-2: If you are on any version later than Windows 7, the game can handle less "High Quality" / "High Definition" textures due to how the Direct3D API reports available VRAM.  ''"The API in question simply reports to the app an estimation of how much memory remains available to allocate. On Windows 7, when more than 4GB are available, this API will not report accurate information. For example, if 4.1GB of memory are available, the app will see 0.1GB available. […] On Windows 8 and newer, this API will only report 4GB. Up until the change in this Fall Creator’s [sic] Update, once the counter reports 0 you can expect future memory allocation requests to fail."'' - '''Jesse Natalie''', Senior Software Engineer in the Direct3D team at Microsoft as reported to [http://www.neowin.net/news/windows-10-fall-creators-update-fixes-the-directx-9-memory-allocation-bug Neowin.net].  So in short, if your game ran fine in Win7, it will and cannot handle as many textures as it could before upgrading to later versions of Windows or video cards with more than 4GB of VRAM.  This can cause your symptoms of pink textures or worse a CTD if you had more than 4GB total of video memory use loaded under Win7.<span style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
+
:* Solution-2: Use/rebuild your "merged patch" filePlease see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] articleNote that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">Note this VRAM limitation is fixed in Windows 10 Version 1709 (aka the Win10 "Fall Creator's Update") which started it's release rollout on 17 Oct 2017.</span>
 
  
:* Diagnostic: You can see if reducing the in-game "texture quality" setting from "High" to "Low", or if reducing your screen resolution down to 800x600, or both, makes any difference to confirm the above are the cause.
+
:* Solution-3: Just open the console (default "<~>" key), click on the NPC and note it's displayed "Base-ID". Then type "resurrect <Base-ID>" (replacing "<Base-ID>" with the value noted when you clicked on the NPC). The NPC will be correctly refreshed with its gear.  If that doesn't work, try "resetinventory <Base-ID>".
  
:* Solution 1-2: There are several things you can try, individually or in combination, in order of effectiveness:
+
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
::* Implement "ENBoost" (which is NOT the "ENB Series" graphics post-processor with it's attendant FPS hit) if you have more than 4GB of system RAM.  See the [http://wiki.step-project.com/Guide:ENB#ENBoost S.T.E.P. ENB Guide] and [http://wiki.step-project.com/ENBoost#Recommendations S.T.E.P. ENBoost QuickStart] pages.
+
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
::* Uninstall some HD texture replacement packs.
+
Some NPCs in the game, such as General Oliver & the Holograms & Dean Domino (when you meet him in the theater in Dead Money DLC), make that annoying SHHHH sound & hand gesture.
::* Run the game at a lower screen resolution.
 
::* Reduce the texture resolution down by half each time (i.e. from 4096x4096 to 2048x2048, 1024x1024, or 512x512).  See the Utilities "DDSOpt" and "Optimizer Textures" on the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Utilities TESTG Utilities] page.
 
::* Upgrade your video card.  However, note the limitation in Windows 10 in "Cause-2" above.
 
  
::* 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".  See [https://msdn.microsoft.com/virtualization/hyperv_on_windows/quick_start/walkthrough_compatibility HyperV on Windows compatibility] for the hardware requirements and a walk-through of the installation processNote 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: This has been traced to the mod [http://www.nexusmods.com/newvegas/mods/43386 Axepriests Face Aches for FNV] by '''SariDecember''', which is a port of the FO3 mod [http://www.nexusmods.com/fallout3/mods/6709 FAFF - Face Aches For Fallout] by '''Axepriest''' (who hasn't been active on Nexus since Feb 2016)This adds facial expressions to idle animations ("*.kf" files).
 +
:* Solution: The mod is designed only to work with vanilla head meshes and textures, adding "morphs" which reference the data built into the FaceGen TRI files.  (See the "[[Getting_started_creating_mods_using_GECK#FaceGen:_Heads.2C_Faces.2C_Hairs.2C_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]]" section of the wiki "[[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]]" article.)  Either remove the mod, or refer to the FNV and FO3 mod descriptions to attempt to change the morphs associated with the idle animation in question.
  
* Cause-3: When this occurs with faces, you may need to adjust profile settings in ''Fallout.INI'', ''FalloutPrefs.INI'', and ''Fallout_default.INI''.  Note some Character overhaul mods change the mesh for faces as well and may require additional setting adjustmentsRead their documentation carefully.
+
<span id="Issue: PermanentLimp"></span>
:* Solution-3: Set
+
=== Issue - Permanent Limp ===
<pre> [General]
+
Symptoms: the Player displays a limp even after having been healed of damage.<br>
bLoadFaceGenHeadEGTFiles=1</pre>
+
If it's an animation, then it's a 'feature' of the game (or some mod); not a bugIt indicates the Actor has broken a limbIf it "heals" without the proper treatment, it becomes "permanent".
  
<span id="Issue: "ShowRaceMenu" / Changing Character / Uninstalling a "custom race" problems"></span>
+
* Cause: With the legs, it's typically from a fall from a height or critical hit to the leg.
  
=== Issue - '''ShowRaceMenu''' or Changing Character or Uninstalling a ''custom race'' problems ===
+
:* Solution: You need to heal the limb with a "doctor's bag" (which contains a "splint") or by an actual doctor before saving.  (Just healing damage with Stimpacks, etc. won't "set the break".) Once it has gotten in your "save game" files, it has (for some people) been fixable by reloading the save file during the same "game session" (i.e. not exiting to the desktop)Others found it necessary to go back to a save prior to the injury.
Example: Uninstalled "Fallout Character Overhaul" (FCO) in mid game, but forgot to switch to a vanilla race first and got stuck in the ground and constantly have to use the "tcl" console command to rise up verticallyTried re-installing FCO and using the "ShowRaceMenu" console command but it CTDs upon loading.
 
  
* Cause-1: Failure to provide a "replacement" for fundamental features the game is expecting (such as switching to a vanilla "race" prior to removing a "custom race" mod) will cause a CTD, similar to a "missing master" problem.
+
<span id="Issue: Pink teeth/tongue/mouth"></span>
 +
 
 +
=== Issue - Pink teeth or tongue or mouth ===
 +
* Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
 +
:* Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the mod.  This time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).
  
:* Solution-1a: Basic troubleshooting on the "CTD upon loading" symptom in the example case identified that the re-installed plugin was not enabled as an active plugin.  (This permitted the use of the "ShowRaceMenu" command.)
+
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></span>
::* In general, uninstalling any mod from an active game is going to cause problems.  Many will not be fully resolveable by simply re-installing the modAnything that has a "FormID" with the plugin index of the removed mod will be purged when the save game is loaded (the "missing content" message), but some elements such as scripts might not.  Understand what you are getting into before attemptingSafest is to go back to a "save game" file from before the mod was installed.
+
=== Issue - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
 +
* Cause: Fallout 3 and New Vegas have a bug when using ''iFPSClamp'' (in the game INI file), causing the hands of NPCs and the player to either become massive, or collapse into themselves.
 +
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF)The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1ms.  This is an "Unreal Engine" bug which persisted into 2015 (at least).
 +
: As both NVSR and NVTF use the same code for the "64Hz bug", the end result is that you can choose between having a microstutter and no "fingers glitch" or having no microstutter and fingers glitching out.   
 +
: There is no one reliable solution to the problem.  The following "mitigations" have helped people to different extents.
  
:* Solution-1b: It's been reported using the "ShowRaceMenu" console command can have harmful side effects, especially after "level 5". You can safely change "face proportions" and "hair".  Changing the character's race will "deactivate" your stat related Perks, Traits, and ImplantsThey will still be listed in your Pip-boy, but the effects supposedly won't be active any more.  There are safer, more specialized alternatives to "ShowRaceMenu": such as "SexChange", "ShowPlasticSurgeonMenu", and "ShowBarberMenu".
+
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
::* There is a mod [http://www.nexusmods.com/newvegas/mods/45717/? Safe ShowRaceMenu] that let's you "Revise your character no matter what level you are, without resetting your stats, skills, traits and perks simply by activating a mirror". However, read the comments for some known issues before plunging ahead.
+
::* The various "Borderless Window" or "Fake Fullscreen Window" mods (such as "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by virusek) may prevent Vsync issues if you don't have a triple buffered video card.   
::* The mod [http://www.nexusmods.com/newvegas/mods/49152/? Fallout NV Cheat Terminal Redux] that allows, among other things, the removal and addition of Perks, Traits, and Implants.  This can be used to "fix" those deactivated by changing race.
+
:* Mitigation-2: Setting "bManageFPS=0" in NVSR.INI, the "finger glitch" problem is gone, but then stuttering is back.
 +
:* Mitigation-3: Limit your FPS to 60.  If that doesn't help, try using a setting just below that (ie. 57-59).
 +
:* Mitigation-4: Manage your FPS setting in only one location (e.g. NVSR or the INI file, but not both)If you do have to manage it in more than one location, then ensure you have the same cap in all setting locations(There are suggestions about this in the "Causes" under the [[#Issue_-_Game_in_slow_motion|Issue - Game in slow motion]] entry.) 
 +
:: Note there may be different settings for "maximum" and "minimum" FPS.  Setting a "minimum" below 30 causes the render engine into a "slow display mode".
 +
:* Mitigation-5: Others have reported that "drawing a two-handed weapon" or exiting to the desktop and re-loading the game save file have temporarily resolved the "fingers glitch" problem.
 +
:* Mitigation-6: Try a different video driver.
 +
::* Or, an alternative solution to a driver update: Grab [http://www.entechtaiwan.com/ps.htm Powerstrip] and follow simple instructions in [http://gfycat.com/MinorSilentArgusfish this GFY].
  
* Cause-2: Switching custom races causes a CTD in the "RaceMenu".
+
<span id="Issue: Pip-boy and Terminal screens are all white/blank"></span>
  
:* Solution-2: It is also reported you can avoid the crash in the "RaceMenu" when switching between "custom" races by first switching from the old custom race to a vanilla one, and then switching to the new custom race.  No need to save; just switching to vanilla first and then to the new race is enough for the menu to avoid the problem.
+
=== Issue - Pip-boy and Terminal screens are all white or blank ===
 +
* Cause-1: This is a known game bug.
 +
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
  
<span id="Issue: Skin tone mismatch between head and body"></span>
+
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
=== Issue - Skin tone mismatch between head and body ===
+
:* Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folder.  The game will then use the default files in the BSA.
This commonly occurs when using a body replacement like "Type 3 Body" or facial overhaul like "Fallout Character Overhaul" (FCO) or "Fallout New Vegas Redesigned 3" (NVR3).  The most obvious symptom is a Caucasian head on an other racial body.
 
  
* Cause: The vanilla game by default assumes only vanilla races for matching skin tonesVarious forms of replacement to either the head or body fall into the general category of "custom races".
+
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
:* Soution-1: The "bLoadFaceGenHeadEGTFiles=" setting needs to set to "1". This line may be missing from the three INI files, in which case it should be added to the "[General]" section just before the "[Display]" section.
+
=== Issue - Playing at greater than 1920x1080 resolution ===
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
* Cause: By default the game hardware setup options only permit a maximum of 1920x1080 resolutionThis is a factor due to it's age.  It simply didn't know what later advances in screen sizes would establish as standards.
style="margin:0px 10px 10px 50px;border:1px solid #00C600;color: green;
+
:* Solution-1: In the "FalloutPrefs.ini" file under the "[Display]" section (near the bottom) are two entries where you should specify your desired game screen size to match your default/native monitor resolution:
background-color:#fff5f5;padding:3px;
+
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
 +
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;  
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
">
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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>". These files need to be changed as well.</div>
+
iSize W=<width in pixels> (i.e. 2560)
:* Solution-2: Make sure if you have more than one such mod installed that they are compatible.  Check to documentation carefully for version numbers and install instructions.
+
iSize H=<height in pixels> (i.e. 1440)
:* Other, less likely suggested solutions if the first two are not sufficient:
+
</div>
::* Toggle "Archive Invalidation" on and off several times.
+
:: However, these only work if you have the "bFullScreen=1" setting enabled so the game starts in "full screen" modeIn "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
::* Ensure FCO is installed before NVSR3 and the FCO plugins are disabled (per instructions, you only require the FCO assets).
 
::* If you haven't already, create a "merged/bashed patch" to resolve any potential record level conflictsIf you have one, rebuild it.
 
::* Use the "showracemenu" console command to switch to a vanilla race on a test character, and then to your custom race, and save.  Then reload your the test save file several times until the character head and body skin tones match.  Once they do, try loading your normal game save file and see if the skin tone matching carries over.  This "work-around" may only last for that game session and need to be repeated the next time your play.
 
  
== Solutions to Miscellaneous problems ==
+
:* Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a '''NVSE''' mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutions.  NVSE knows and can read the INI setting and override the game.  These are reported to do so:
Issues that don't fit well into other subject categories.
+
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
 +
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
  
<span id="Issue: (DLCs) Can companions travel to DLC worlspaces?"></span>
+
:* Solution-3: If you are using a "post processor" such as ENB, make sure it is not adding some feature like "cinematic bars" to create an effect similar to "letter-boxing" of your display.
=== Issue - DLCs - Can companions travel to DLC worlspaces ===
 
All the official DLC (except the "Pre-Order Packs") require you to "part ways" from your companions before starting the DLC quest.  However, sometimes only the first companion in the list is sent away, and the others come along as part of your party.
 
* Cause: The game is designed to only allow one humanoid and one "non-human" (robot, dog, etc.) companion each.  Consequently, the DLC only check for and release the first one of each if you have more than one.  This is circumvented by mods like [http://www.nexusmods.com/newvegas/mods/34870/ Unlimited Companions].  Unpredictable design consequences (such as a lack of navmeshing or appropriate AI packages) may cause problems if they do accompany you.
 
:* Solution: Manually "dismiss/part ways" with each companion prior to beginning the DLC; such that they must be "re-hired" to regain their services/perks.  Merely sending a companion to "wait" somewhere is not sufficient for any of the eight [http://fallout.gamepedia.com/Fallout:_New_Vegas_companions permanent vanilla companions], as that still leaves them as a member of your group but in a different cell ... "out of range" of orders.  The game engine is not fooled by this; only "part ways" counts.  This situation may or may not apply to companions added by mods but the consequences of bringing them along will have similar risks.
 
  
<span id="Issue: (Dead Money) - Cannot kill or dismember ''Ghost People''"></span>
+
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
=== Issue - DLC Dead Money - Cannot kill or dismember ''Ghost People'' ===
 
The problem occurs if using a mod (such as "[http://www.nexusmods.com/newvegas/mods/40567 Return To Sierra Madre]", "[http://www.nexusmods.com/newvegas/mods/40567 Sierra Madre EXIT Door]", or "[http://www.nexusmods.com/newvegas/mods/48896 Return To The Sierra Madre Casino]") which enable you to return to the Sierra Madre after completing and leaving the original DLC.  Upon returning, Ghost People are nearly "invincible" as reported in each of the mentioned mods comments.
 
  
* Cause: the DLc was only intended and designed to be played through once without leaving.
+
<span id="Issue: Scope zoom distortion problems"></span>
:* Suggested Solution: It has been suggested that the "[http://fallout.fandom.com/wiki/Ghost_Hunter Ghost Hunter]" ''special perk'' needs to be enabled upon returning to the DLC (possibly via a tool such as "[http://www.nexusmods.com/newvegas/mods/49152 Fallout NV Cheat Terminal Redux]").  (None of the mentioned mods do so.)  The perk "[http://fallout.fandom.com/wiki/Bloody_Mess Bloody Mess]" (which grants a +5% damage bonus) does not seem to be sufficient against Ghost People to make a material difference in their fatality rate. 
 
:: NOTE: There have not been any reports as to whether this strategy is successful.
 
  
<span id="Issue: (Honest Hearts) Can't kill Salt-Upon-Wounds"></span>
+
=== Issue - Scope zoom distortion problems ===
 +
Playing with widescreen (16:9) and high resolution (1920x1080 or higher) and have a problem with scope zooms (white square edges or just edges in the reticle and the scopes have an outstretched circle).
 +
* Cause: Game masking that is automatically applied to scopes.
  
=== Issue - DLC Honest Hearts - Cannot kill Salt-Upon-Wounds ===
+
* Solution:  add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
Near the end of the "Crush the White Legs" or the opposing "Flight from Zion" quest, there will be a scene where Joshua Graham will kill some White-Legs and confront Salt-Upon-Wounds. There are a couple of potential bugs here. See the bug reports at the bottom of the Nukepedia [http://fallout.fandom.com/wiki/Crush_the_White_Legs Crush the White Legs] or the Vault [http://fallout.gamepedia.com/Flight_from_Zion Flight from Zion] quest pages.
+
*: Make backups of the INIs before changing them.
 +
:: When you make any changes to the game INI file, remember to change it in all three files: the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini"). Otherwise you tend to lose track of which you actually changed if you have to "verify files", and they may not appear to "take".<br>
  
* Cause-1: Certain "trigger" events have to occur.
+
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
:* Solution-1a: For "Flight from Zion", you can not kill Salt-Upon-Wounds until after initiating conversation.
+
=== Issue - Screen brightness gets darker as the game progresses ===
:* Solution-1b: For "Crush the White Legs", after reaching the Three Marys' caverns, the White Legs detonate mines from above a rock formation, blocking the direct way to the camp's center (this obstruction will not be cleared, even after the ending). This explosion needs to happen to trigger the event. The Courier must then go through Three Marys' caverns to reach the other side of the blockade, reaching the innermost parts of the camp. After reaching the destination, a cut-scene initiates with Joshua Graham executing two White Legs.
+
* Cause-1: Conflict between ENB and SweetFX settings.
:* Solution-1c: See also [[#Issue:_(Honest_Hearts)_Quest_"Crush_the_While_Legs"_bug|Issue - DLC Honest Hearts - Quest ''Crush the While Legs'' bug]] '''Solution-1c'''.  
 
  
<span id="Issue: (Honest Hearts) Can't leave Zion"></span>
+
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
=== Issue - DLC Honest Hearts - Cannot leave Zion ===
+
:: Make backups of the INIs before changing them.
Even though you have completed "Honest Hearts", gotten everything from the rewards locker and have the "Map of Zion" from the Sorrows Camp, upon activating the cave door to the Southern Passage you get the message that without a guide or a map you have no hope of finding your way back to the Mojave.
+
<blockquote>
 +
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
 +
:    fGamma=1.0000<br>
 +
:    fGammaMax=0.6000<br>
 +
:    fGammaMin=1.4000<br>
 +
<br>
 +
:    The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 +
</blockquote>
  
* Cause-1: You are using "Mission Mojave - Ultimate Edition" (MMUE), which has changed the original "misc item" into a "note" the game engine doesn't recognize as the required map.
+
* Cause-2: Don't ignore your monitor's role. Monitors are like TVs: they react to the ambient light levels in the roomDo not play in a completely dark room.
:* Solution-1: Disable the MMUE plugin from your "load order" and perform a "[[FNV_General_Mod_Use_Advice#Clean_Saves|Clean Save]]" to flush out the MMUE "note" quest item.  Then add the original '''NVDLC02ZionMap''' quest item with the console (toggle "~") command:
 
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;"
 
>"player.additem xx00AE9F 1"
 
</div>
 
:: (Replace "xx" with Honest Hearts's 'mod index', which is usually "02")You should now be able to actually activate the cave door to leave Zion.
 
  
<span id="Issue: (Honest Hearts) Can't return to Zion"></span>
+
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
=== Issue - DLC Honest Hearts - Cannot return to Zion ===
 
Even though you have completed the "Honest Hearts" DLC, you are unable to return without joining the (now deceased) "Happy Trail Caravan company".
 
  
* Cause: The footlocker with the DLC item rewards appeared before you left Zion, and you should have gotten the quest "Departing Paradise" and the objective "Return to the Mojave via the Southern Passage". The script that enables the footlocker also gives you the "Zion Canyon Map" after the DLC ending slidesWithout it, you can't find your way back on your own.
+
:* Amelioration: A mod that gives you more control over lighting in-game: [http://www.nexusmods.com/newvegas/mods/39619/? The IMAGINATOR]This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.
:* Solution-1a: You need the Zion Canyon Map in order to return.
+
 
:: You can give yourself a new copy of the map with this console command:
+
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></span>
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;"
+
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
>"player.additem xx00ae9f 1"
+
* Cause: Unknown.
</div>
+
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills you. Then let the game reload. Sometimes that can clear oddities. However, it doesn't address any underlying cause, so it's only useful as a temporary solution.  Try to see if you can reproduce a reliable set of circumstances to re-create the problem.
:: (Replace "xx" with Honest Hearts's 'mod index', which is usually "02").  Just save and quit after entering the command. You won't lose any progress and by exiting the game you will be able to resume pursuing achievements that was disabled by using the console.
 
:: OR
 
:: you can use the mod [http://www.nexusmods.com/newvegas/mods/59133/? Using the console doesn't disable achievements]
 
:: Alternatively installing the [http://www.nexusmods.com/newvegas/mods/58277/? JIP LN NVSE Plugin] also has the same feature to avoid disabling achivements, and doesn't use up an "active plugin" slot.
 
  
:* Solution-1b: Primarily of use to someone who has already completed the DLC, the mod [http://www.nexusmods.com/newvegas/mods/41874/? Zion Exit Cave] provides an alternate entry & exit point to ZionHowever, do know that leaving ANY DLC not using the proper route will remove the Mojave's radios, as they do this as a immersion since the signal can't reach you in those areas, but *intend* to return them to you on the trigger event that you leave through the preordained exit. Leaving through a new exit will result in these radios being lost until you go back through the proper exit or use a solution under "Cause-2" of [[#Issue: Radio station music doesn't play|Issue: Radio station music doesn't play]].
+
<span id="Issue: Textures randomly change only on particular items"></span>
 +
=== Issue - Textures randomly change only on particular items ===
 +
* Cause: There is more than one BSA containing the named texture file, but they have different contentThe game does not have any mechanism to deal with this situation, so it randomly grabs the texture from one or the other BSA file.
 +
:* Solution-1: Try the simple solution of toggling "ArchiveInvalidation" off-and-then-on again.  This should cause any loose file to be used instead of one in a BSA.
  
<span id="Issue: DLC Honest Hearts - Joshua Graham Narrows Dialogue not triggering"></span>
+
:* Solution-2: Determine which mods have the different textures.  See [[#Issue:_Find_the_source_mod-index_of_an_object_in-game|Issue: Find the source mod-index of an object in-game]].  Once you have identified the one with your preferred texture, either remove the other offending plugin or extract the preferred texture from the BSA as a "loose file", and toggle "ArchiveInvalidation".
=== Issue - DLC Honest Hearts - Joshua Graham Narrows Dialogue not triggering ===
 
Just after completing the "Deliverer of Sorrows" quest: '''Joshua Graham''' will approach when you leave ''the Narrows'' and speak to you with a quote from the bible.  However, with this bug he leans in to talk but then pans back out.  You can't go into third person until you speak to him: but the dialogue doesn't trigger.  (This is an old bug reported at least as far back as May 2013.)
 
  
* Cause-1: This glitch is caused by having '''Walking Cloud''' as a companion.  It causes '''Joshua''''s "NVDLC02JoshuaNarrowsForceGreetTrigger" script to glitch.
+
<span id="Issue - TTW Centaur Face distortion"></span>
:* Solution-1: Reload a save and reject '''Walking Cloud''''s offer, in which case the conversation will trigger as normal.  Then you can go back and recruit '''Walking Cloud'''.
+
=== Issue - TTW Centaur Face distortion ===
 +
When playing "Tale of Two Wastelands" (TTW) the Centaur face may appear to stretch off into the distance.
  
* Cause-2: The mod [http://www.nexusmods.com/newvegas/mods/43773 Humping the Mojave v003] (last updated Nov 2011) causes this issue even when you don't recruit '''Walking Cloud'''.
+
Note: this is very similar to the problem with "B-n-B" bodies discussed under the [[#Issue_-_Body_Replacer_-_Custom_Body_Types|Issue - Body Replacer - Custom Body Types]] entry: having the same issue of differences in "bone attachment points" and "bone weighting".
:* Solution-2: Disable that plugin, don't recruit '''Walking Cloud''', and talk to '''Joshua'''.  Then you can re-enable the plugin afterwards.
 
  
<span id="Issue: (Honest Hearts) Quest "Crush the While Legs" bug"></span>
+
* Cause: The TTW version 4.1 of the [http://www.nexusmods.com/newvegas/mods/59147? Ragdolls] mod version of the '''Evolved Centaur''' is missing modifications to the skeleton (armature) and mesh needed to fix dismemberments.  The author is aware of the problem, which will be fixed in releases after 4.1.  In the meantime he suggests the following "workaround".
  
=== Issue - DLC Honest Hearts - Quest ''Crush the While Legs'' bug ===
+
:* Workaround "fix" for v4.1 (TTW): Install or unpack the Ragdolls TTW mod as usual, goto under the "meshes | creatures | centaur" folder, and delete "skeletonevolved.nif" file.  (You may want to repackage the "Ragdolls TTW" archive so that file is not later re-installed by accident.) Then toggle "ArchiveInvaliation" off-and-then-on again.
Can't get past the final "Crush the White Legs" dialog with Joshua Graham.
 
  
* Cause: Script glitches.
+
<span id="Issue: StuckIMOD"></span>
:* Solution-1a: If you are using the mod "Mission Mojave - Ultimate edition", see "Cause-1" under [[#Issue: (Honest Hearts) Can't leave Zion|Issue: (Honest Hearts) Can't leave Zion]].
+
=== Issue - Visual special effect (IMOD) stuck ===
 +
Some visual effect (such as "Cateye", "HUD Shudder", or "chem" induced blur) won't wear off or go away.
  
:* Solution-1b: Use the console command:
+
* Cause: An "[http://geckwiki.com/index.php?title=ImageSpace_Modifier imagespace modifier]" (IMOD) remains in effect.
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;"
+
:* Solution: The console command "[http://geckwiki.com/index.php?title=RemoveImageSpaceModifier rimod <imodID>]" will remove the specified IMOD.  The mod "[http://www.nexusmods.com/newvegas/mods/69096 Clear Imagespace Modifiers BAT file]" is a console "bat" file containing that command for all of the vanilla IMOD effects to clear them all at once.
>"setstage xx008a36 100"
 
</div>
 
:: (Replace "xx" with Honest Hearts's 'mod index', which is usually "02").  The quest should complete successfully, the "Crush the White Legs" challenge completed, all relevant xp awarded, Joshua Graham's final dialogue started, the ending slideshow played, and the "Departing Paradise" quest started.
 
:: Just save and quit after entering the command. You won't lose any progress and by exiting the game you will be able to resume pursuing achievments that was disabled by using the console.
 
:: OR
 
:: you can use the mod [http://www.nexusmods.com/newvegas/mods/59133/? Using the console doesn't disable achievements]
 
:: Alternatively installing the [http://www.nexusmods.com/newvegas/mods/58277/? JIP LN NVSE Plugin] also has the same feature to avoid disabling achivements.
 
  
:* Solution-1c: Sometimes after the Three Marys' canyon detonation when Joshua moves on ahead of you, he leaves his entire inventory (including his Companion Ammo, Magical) with youWhen this happens, at the end of the trail there will be a cut-scene where Joshua will kill some White-Legs and confront Salt-Upon-Wounds, but he won't actually do anything because he has no ammo. In order to continue this scene, you need to use the console and after selecting him:
+
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;"
+
 
>"additem 00176e54 1".
+
===Issue - Weapons or Fists are displayed off-center in 1st Person===
</div>
+
3rd Person view displays correctly.
 +
* Cause: This is the result of a bug with the mod "A Familiar Friend", or with "Readius PipBoy" mods.
 +
 
 +
* Solution: Uninstall and start a new gameIt's hard to get the bug out of an existing game. If you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
 +
 
 +
<span id="Issue: Win10 Blurry/small text/icons"></span>
 +
=== Issue - Win10 Blurry or small text or icons ===
 +
The problem may be particularly apparent with "install programs".
 +
* Cause: This problem occurs on high-PPI resolution monitors and TVs (such as "Full HD" 1920x1080 and 4K-UHD 3840x2160 or higher resolutions).  Windows 10 introduced a solution called "High DPI Scaling", but earlier versions of the OS do not have the same capability because such displays were not in common use at the time.
 +
: (The terms "DPI" and "PPI" are often used interchangeably but actually have different technical meanings: DPI (Dots Per Inch) is correctly used for "scan" output in "dots" such as printers and analog displays, while PPI (Pixels Per Inch) is used for output in very small fixed sized "picture elements" ''aka "[http://en.wikipedia.org/wiki/Pixel_density pixels]"''.)
  
<span id="Issue: (Honest Hearts) Year bug on entry/exit of Zion"></span>
+
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programs.  You may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
=== Issue - DLC Honest Hearts - Year bug on entry or exit of Zion ===
 
The year will advance +1 if you enter/exit Zion on February 28th; and the date will be reset to January 1st.
 
* Cause: Game does not account for February 29th in a bissextile (leap) year.
 
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/65001?tab=description Door to Zion Advance Year Fix] by '''CivisRomanus''' (who tracked down and fixed the bug).
 
  
<span id="Issue-HoarderTrait"></span>
+
:* Solution-1b: If you have a multiple monitor setup, then you want to use "individual display scaling".  Also see the [http://www.pcworld.com/article/2953978/displays/use-windows-10s-individual-display-scaling-to-perfect-your-multi-monitor-setup.html Use Windows 10's individual display scaling to perfect your multi-monitor setup] article in that instance.
=== Issue - DLC Old World Blues - Hoarder Trait with PN Sprint is broken ===
 
: Thanks to '''IntenseMute''' of the Nexus Fallout "New Vegas Mod Troubleshooting" forum for the basis of the following:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">The [http://fallout.gamepedia.com/Hoarder Hoarder] trait is provided with the DLC "Old World Blues".  Basically it adds "+25 lbs" to your total '''Carry Weight''' limit with some penalties which are easily overcome. The problem is the "Project Nevada (PN)" '''Sprint''' command doesn't work correctly with it.  You are unable to '''sprint''' when over the "old" carry weight (without the trait), but still under the "new" trait added carry weight limit.
 
  
*Cause: '''Player.GetAV CarryWeight''' for some reason doesn't get updated by the hoarder trait.
+
:* Solution-1c: There are other built-in Win10 tools you can use to "fine tune" your display.  See the [http://www.cnet.com/how-to/6-display-settings-you-should-be-using-in-windows-10/ 6 display settings you should be using in Windows 10] article if the above is not sufficient to your needs or you want the best possible results.
:* Solution-a: There is a patch is the collection: [http://www.nexusmods.com/newvegas/mods/67319?tab=files Do not click... mod contains only mod requests] by '''IntenseMute'''.
 
::* Install file "jman150 - 001"
 
::* If you have "Project Nevada - Extra Options" installed then ignore "jman150" version 001 and install version 002 instead.
 
  
:* Solution-b: Edit the trait directly with the following code.
+
<span id="Issue: Win10 Screen tearing in "Borderless Windowed Mode""></span>
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 30px; 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+ */
 
">
 
If Player.HasPerk NVDLC03TraitHoarder == 1
 
: Set ActualCarryWeight To Player.GetAV CarryWeight + 25
 
Else
 
: Set ActualCarryWeight To Player.GetAV CarryWeight
 
EndIf</div>
 
</div>
 
  
<span id="Issue: (Old World Blues) Quest "Get your brain back!" bug"></span>
+
===Issue - Win10 Screen tearing in ''Borderless Windowed Mode''===
 +
Based upon this [http://www.reddit.com/r/pcgaming/comments/6ukc1z/tip_disable_full_screen_optimizations/ Reddit thread]
 +
* Cause:  Apparently, Win10 "Full Screen Optimizations" setting is enabled by default in Win10 since the Anniversary Update.  It basically forces a game to run in "borderless fullscreen mode" (even if you selected "fullscreen mode" in the game's options) making the game stutter more, frametimes more variable, and there may be some performance loss.
 +
: It is not putting games into standard "Fullscreen Windowed/Borderless Mode". It's a new presentation mode that is intended to combine the best of both "Windowed" and "Fullscreen Exclusive Mode".  Before the Windows 10 Creator's Update, it was exclusive to DX12 UWP apps. Now there are 80+ non-UWP, non-DX12 games which support it.
 +
: "Standard Fullscreen Windowed Mode" passes everything through the ''desktop compositor'' which forces "triple-buffered V-Sync" to be used, and adds a frame of latency.  This new presentation mode can bypass the ''compositor'', reducing latency and allowing you to disable "V-Sync". At the same time, it enables fast <Alt+Tab>ing if there's no display mode switching.
 +
: "Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the ''compositor'' and disable "V-Sync".
 +
: It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
 +
:* Solution-1: Disable Win10 "Full Screen Optimizations".
 +
:: Here's how to disable it by default: '''Windows Settings | Gaming | Game Bar'''.  The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
 +
:: Either that or you can do it individually in each game's properties.
 +
:* Related commentary:
 +
:: It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a ''fullscreen'' game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of ''borderless'' to ''fullscreen'' that they'd also make ICC profiles work in ''fullscreen''. But no, they make it even worse in that aspect.
 +
:: This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.
  
=== Issue -