Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

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== Checklist ==
 
== Checklist ==
 
Standard list of things to ask yourself about your current FNV problem:<br>
 
Standard list of things to ask yourself about your current FNV problem:<br>
=== 00 ===
 
 
00. Did you install Steam under the default location of the "C:\Program Files" tree?  This causes many "strange" problems not otherwise explainable.  As painful as it may sound, read the wiki article [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B  Installing Games on Windows Vista+] and move at least FNV.  That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this).  This should be the first solution you try.  Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.<br>
 
00. Did you install Steam under the default location of the "C:\Program Files" tree?  This causes many "strange" problems not otherwise explainable.  As painful as it may sound, read the wiki article [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B  Installing Games on Windows Vista+] and move at least FNV.  That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this).  This should be the first solution you try.  Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.<br>
 
: Note that the GOG DRM-free version of FNV default install location is "C:\GOG Games\Fallout New Vegas".  It does not have this issue, in addition to already being 4GB memory enabled.  <span style="color: red;
 
: Note that the GOG DRM-free version of FNV default install location is "C:\GOG Games\Fallout New Vegas".  It does not have this issue, in addition to already being 4GB memory enabled.  <span style="color: red;
 
background-color:#fff5f5;">DO NOT run the 4GB Patcher against the GOG version.</span>  This situation has been known to prevent the ability to save any game files.  Other unpredictable problems may occur.<br>
 
background-color:#fff5f5;">DO NOT run the 4GB Patcher against the GOG version.</span>  This situation has been known to prevent the ability to save any game files.  Other unpredictable problems may occur.<br>
=== 01 ===
 
 
01. Are you getting an error message?  What is that pointing to as the source of the problem: the game, Steam, or Windows?<br>
 
01. Are you getting an error message?  What is that pointing to as the source of the problem: the game, Steam, or Windows?<br>
 
{{Nexus EU-GDPR Login}}
 
{{Nexus EU-GDPR Login}}
=== 02 ===
 
 
02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?<br>
 
02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?<br>
 
02b. Did any of the following which interact with the game get updated or changed recently.  They are prime suspects if nothing in the game itself changed:
 
02b. Did any of the following which interact with the game get updated or changed recently.  They are prime suspects if nothing in the game itself changed:
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: d. Power Outage?  Run a [http://www.howtogeek.com/howto/windows-vista/guide-to-using-check-disk-in-windows-vista/ chkdsk] on the drive to fix any errors that might have occurred.
 
: d. Power Outage?  Run a [http://www.howtogeek.com/howto/windows-vista/guide-to-using-check-disk-in-windows-vista/ chkdsk] on the drive to fix any errors that might have occurred.
 
: e. Windows system update (consider rolling back to the previous [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ restore point]).
 
: e. Windows system update (consider rolling back to the previous [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ restore point]).
=== 03 ===
 
 
03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them.  (There might have been some unexpected changes.)  Rename to anything you choose.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old".  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.<br>
 
03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them.  (There might have been some unexpected changes.)  Rename to anything you choose.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old".  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.<br>
 
: Before you make any changes to the game INI files, please make backups and put them in a safe place.  See the [[FNV General Mod Use Advice#Game_INI_files|Game INI files]] section of the "FNV General Mod Use Advice" article for details.<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red;
 
: Before you make any changes to the game INI files, please make backups and put them in a safe place.  See the [[FNV General Mod Use Advice#Game_INI_files|Game INI files]] section of the "FNV General Mod Use Advice" article for details.<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red;
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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 the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder.  These files need to be changed as well.</span>
 
">Note that if you are currently or have used "Mod Organizer", MO uses its own copies of "Fallout.ini" and "FalloutPrefs.ini" (from when the MO profile was created), located in the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder.  These files need to be changed as well.</span>
=== 04 ===
 
 
04. Does the most recent mod change use [http://nvse.silverlock.org/ New Vegas Script Extender] (NVSE) or supplemental plugins like [http://www.nexusmods.com/newvegas/mods/58277/ JIP NVSE Plugin] or "Lutana NVSE Plugin"?  Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas").
 
04. Does the most recent mod change use [http://nvse.silverlock.org/ New Vegas Script Extender] (NVSE) or supplemental plugins like [http://www.nexusmods.com/newvegas/mods/58277/ JIP NVSE Plugin] or "Lutana NVSE Plugin"?  Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas").
  
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<br>
 
<br>
 
: {{Lutana NVSE Plugin Status}}
 
: {{Lutana NVSE Plugin Status}}
=== 05 ===
 
 
05. Did the mod need to be added to [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] / [http://www.nexusmods.com/newvegas/mods/44757/? One HUD (oHUD)] / [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer (UIO)]?  (Those mods need to see it when they are installed.  See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] and re-install them.)<br>
 
05. Did the mod need to be added to [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] / [http://www.nexusmods.com/newvegas/mods/44757/? One HUD (oHUD)] / [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer (UIO)]?  (Those mods need to see it when they are installed.  See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] and re-install them.)<br>
 +
06. Is your version of Windows 32 or 64-bit?  (32-bit may require BOOT.INI changes to use more than 2GB of memory.  See this [http://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] article.)  FNV is a 32-bit game, so you need the 32-bit versions of any downloadable tools or libraries, like "C++ Runtimes" or "DirectX drivers" installed on your 64-bit system.  32-bit libraries are not interchangeable with 64-bit versions.  They install to different locations.  There is a reason MS makes both versions available.<br>
 +
07. Are you using a FNV4GB Loader such as [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or an LAA flag Patcher like [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]?  (Increases available memory.  But see the previous question about 32/64-bit Windows.  It's related.)  Did you turn off any "anti-virus" checking software before patching?  (They see any attempts to alter programs as "malware".)<br>
 +
: How can you tell if the 4GB Patch is working?
 +
: The [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a function which can be run from the console: "GetIsLAA" (not case sensitive).
 +
: Possible return codes:
 +
:* 0=patch is not applied
 +
:* 1=patch was applied to the executable, but extra memory is not being allocated
 +
:* 2=successfully allocated extra memory from the patch and is fully working.
 +
: If "GetIsLAA" is returning code "1", try running the game from a "local administrator" account.  If that is succesfull, you need to move the game install location out of the "C:\Program Files" folder tree, or correct the "permissions" on the folder you moved it to, as you are going to have other problems down the road.  Please see the wiki "[http://wiki.tesnexus.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+]" article for details.
 +
: Alternatively: if the Windows "Task Manager" indicates the "FalloutNV.exe" program has more than 2GB (2,000,000KB) of "Memory (Private Working Set)", then the 4GB Patch is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn't needed that much memory as yet.<br>
 +
08. Are you using an [http://enbdev.com/index_en.html ENB] preset? (Alters the graphics environment, including INI changes.)  If you aren't sure, then probably not.  This is a "third party tool" you would have to manually add.  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
 +
09. Are you using [http://reshade.me/sweetfx Reshade/SweetFX]? (Alters the graphics environment, including INI changes.)  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
 +
10. Check the game graphic & ENB/SweetFX options do not conflict with video driver settings.  (Anti-aliasing, ambient occlusion, anisotropic sample size, v-sync, anything else that is mentioned.)  If you didn't install either of these then the question does do not apply.<br>
 +
11. Are you using [http://loot.github.io/ LOOT] to sort your mod "load order" (LO)?  (Reduces mod conflicts.)  If you don't like LOOT's results, or wish total control over your LO, see the wiki article [http://wiki.nexusmods.com/index.php/Load_order_and_you Load order and you] for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.<br>
 +
: It's always useful to post your "Load Order" (LO) with your problem description. (Use the "Special BBCode" button in the Forum "Reply" menu bar to put the LO in "Spoiler" tags. See the article [[#How_to_markup_images_(etc)_in_forum_posts_and_comments)|How to markup images (etc) in forum posts and comments]].)  Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and (depending upon where you took the shot) may not show the actual "load order". [http://loot.github.io/ LOOT] can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.  Current [http://tes5edit.github.io/docs/index.html Tome of xEdit] online documentation here.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap".  LOOT provides both numbers: active and total installed.
 +
 +
12. Do you have more than 130 active plugins in your LO, or more than 140 plugins installed (active or not) in the game DATA folder? The game can have problems with anywhere from roughly 130-140 active, or too many installed, depending upon your system.  This may manifest in any number of strange ways to include apparent missing meshes and textures that were there before, along with CTDs.<br>
 +
13. If you are having a "red icon" problem, see the [[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.<br>
 +
:* When in doubt, it will never harm things to try toggling "ArchiveInvalidation" off and then on again.
 +
14. Are you missing any of the "game fixer" mods?  See the [[#Issue: Vanilla game bugs|Issue: Vanilla game bugs]] sub-topic for a list of specific recommendations.<br>
 +
15. If any LOD files (distant landscape terrain) have been added, re-run '''TES4LL''' (from [http://www.nexusmods.com/oblivion/mods/40549/? Nexus Oblivion] or [https://github.com/Gruftikus/tes4ll GitHub]).  ''''TES4LL''' is used to "fix up" LOD/VWD mesh files, and works along with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen].  The [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB#TES4LL_process_sequence VWD/LOD Overview page] includes a basic batch file for assistance in automating the TES4LL process.  Edit in the following parameters in the "tes4ll_make_..." files for FNV: <div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...</div>
 +
:* A more recent alternative to '''TES4LL''' is [http://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/ xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL] by '''sheson''', an updated version of the basic '''xLODGen''' tool (of which '''FNVLODGen''' is a game specific implementation) which now has the option to generate LOD meshes and textures "exactly" like the CK.  Read '''at least''' the first post instructions carefully.  Specifying an "output file" should be considered mandatory.<br>
 +
: See the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Main_Page TESTG] site for a glossary of terms and descriptions of/links to these and other utilities.
 +
16. If the LO has changed, re-run [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after [https://loot.github.io/ LOOT].  (Rebuilds LOD quadrants (quads), which are "load order" dependent.)<br>
 +
17. Use [http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit] (loading the entire LO) to check for Masters that are missing or loading after Dependencies.  See the wiki tutorial [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters].  There is full documentation of FNVEdit (for both FO3 and FNV) in the online docs [http://tes5edit.github.io/docs/index.html Tome of xEdit] and the downloadable PDF [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual].<br>
 +
18. Are you using a [http://www.nexusmods.com/newvegas/mods/35003/? Wrye Flash] Bashed Patch or a manually created "merge patch" file?  (Resolves record level conflicts.)  See [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide] which covers both approaches, or the video [https://www.youtube.com/watch?v=yq-fqpL5LqE Making a Merge Patch by Roy Batty] for the "merge up" approach.  (Use of "Mod Organizer" is not required.)  Use the [http://www.nexusmods.com/oblivion/mods/35230/? Wrye Bash Pictorial Guide] to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.<br>
 +
19. If you are using "Wrye Flash" to create a "Bashed Patch", have you gotten all "green" checkboxes for all your mods?  See the first post in the pinned thread [https://forums.nexusmods.com/index.php?/topic/2247404-fallout-new-vegas-beginners-guide-to-modding/ Fallout New Vegas Beginners guide to modding] by '''gromulos'''.<br>
 +
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file?  Rebuild the "merge" file.<br>
 +
21. Did any system or driver updates occur?  (Third party processes might be the cause if nothing else changed.)<br>
 +
22. Does your hardware meet the game's [http://www.systemrequirementslab.com/cyri/requirements/fallout-new-vegas/11035 minimum requirements]?<br>
 +
23. Have you tried running the game in "windowed mode"? This has been known to unexpectedly fix CTDs and "out of memory" errors on some older hardware.  If you prefer the "borderless" version of "windowed mode", install [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] and use the [http://www.nexusmods.com/newvegas/mods/59266/? One Tweak for FNV] mod.<br>
 +
: Alternatively, there are free third-party tools that run games (not just FNV) in "borderless windowed mode", such as [https://github.com/Codeusa/Borderless-Gaming/releases Borderless Gaming].
 +
24. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering.<br>
 +
25. Finally, the problem might be an overheating hardware component.  This usually shows up after a period of time which is typically fairly consistent but unpredictable as to when it manifests.  Try installing and keeping an eye on a temperature monitor, such as [http://www.almico.com/speedfan.php Speedfan] (freeware).  Your motherboard manufacturer probably has one available as well.  And it never hurts to clean out any dust collecting in the computer case.  Be sure to block any fans from rotating when you blow it out, so they don't send any unfiltered power surges through the system.
 +
 +
<span id="ArchiveInvalidation (by Manager)"></span>
  
 
== ArchiveInvalidation ''by Manager'' ==
 
== ArchiveInvalidation ''by Manager'' ==
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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-7: Unplug any JoyStick.  (The presence of one sometimes prevents a game from starting until it has been properly configured.)
 
:* 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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* "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.
Line 442: Line 525:
 
::* 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>
 
<span id="Issue: MissingVCRuntime"></span>
 +
 
=== Issue - Missing MSVCR120.dll ===
 
=== Issue - Missing MSVCR120.dll ===
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
Line 458: Line 560:
 
=== 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 468: 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 1,001: Line 1,104:
  
 
* 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.
 
* 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 '''FNVEdit''' resolved the problem for the reporting user.
+
:* 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.
 
* Cause-2: Mouse driver, especially some brand "additional features" such as accelerators.
Line 1,155: 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 1,207: 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 1,671: 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 - Grenade throw always falls at my feet ===
 
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
 
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
 
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
 
  
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
+
=== Issue - Controls - GamePad Support missing ===
 +
Symptoms: GamePad or Controller does not natively recognize key and mouse controls.
  
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
+
* Cause: The game does not provide built-in support for the device.
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
+
:* Solution: Use a controller adapter keybard mapping program to add this functionality. See [[#Issue - KeyControllerConflict|Issue - Controls - Mouse and/or keyboard don't work with a game controller installed]] for some options.
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
+
::: Note that FNV will also require reconfiguring INI file settings and the use of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] to support the controller (see [[#Issue - RemoveControllerDefaultButtons|Issue - Controls - How to remove a game controller's default button bindings]]).
  
 +
<span id="Issue - RemapDefaults"></span>
 
<span id="Issue: Have to remap some essential default key assignments"></span>
 
<span id="Issue: Have to remap some essential default key assignments"></span>
=== Issue - Have to remap some essential default key assignments ===
+
 
 +
=== Issue - Controls - Have to remap some essential default key assignments ===
 
* Cause: Various.
 
* Cause: Various.
 
:* Solution: For a hardware key failure, most laptops will let you use an external keyboard plugged into the PS2 or USB port.  But if that is not an option, you can "re-map" most crucial key assignments.
 
:* Solution: For a hardware key failure, most laptops will let you use an external keyboard plugged into the PS2 or USB port.  But if that is not an option, you can "re-map" most crucial key assignments.
Line 1,702: 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".
+
=== Issue - Controls - How to remove a game controller default button bindings ===
 +
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
  
:* Solution: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencasts.  This can be used for troubleshooting as well.  The following are representative examples of available free programs:
+
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
::* [http://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
 
::* [http://aalapshah.in/qipress/ QiPress] by '''aalapshah'''.  Lite version is free; Pro version requires a license.
 
 
 
<span id="Issue: How to remove a game controller's default button bindings"></span>
 
=== Issue - How to remove a game controller default button bindings ===
 
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
 
 
 
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
 
 
:: {{Lutana NVSE Plugin Status}}
 
:: {{Lutana NVSE Plugin Status}}
  
Line 1,728: 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:
 
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
 
::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
 
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
 
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder).  The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
 
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
 
<pre>
 
[Fonts]
 
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
 
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
 
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 
</pre>
 
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as well.  The "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
 
 
 
* Cause-2: An XML file is missing an expected element.  Usually this is caused by a mod installation overwriting the XML file in question.
 
 
 
* Solution-2: It can get complicated.  Read this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
 
  
<span id="Issue: Mods don't seem to have controller support"></span>
+
=== Issue - Controls - Mods do not seem to have controller support ===
=== Issue - Mods do not seem to have controller support ===
 
 
Some mods don't seem to work with a game controller, even though the game works fine in general.
 
Some mods don't seem to work with a game controller, even though the game works fine in general.
  
Line 1,776: 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 1,787: 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 1,799: 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 1,846: 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 1,858: 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.
 
 
 
<span id="Issue: Mouse sensitivity is off, weapon aiming is off, etc."></span>
 
  
=== Issue - Mouse sensitivity or weapon aiming is off or similar issues ===
+
=== Issue - Controls - Remapping the ''ammo swap'' hotkey from key -2- ===
Monitor is set to a higher than 1920x1080 resolution.
 
 
 
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
 
 
 
:* Solution: Use a lower, more standard (in 2010) display resolution.  (Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio".  Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.)  See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
 
 
 
<span id="Issue: Remapping the "ammo swap" hotkey from < 2 />"></span>
 
=== Issue - Remapping the ''ammo swap'' hotkey from key -2- ===
 
 
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
 
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
Line 1,902: 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 slotsIf this is blank, it assumes there are no mods available.
+
=== Issue - Gazing in certain directions causes a ''freeze'' ===
 +
In certain locations the game appears to freeze when looking in certain directions.  Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.<br>
 +
Known problem locations:
 +
# Looking South of '''Matthews Animal Husbandry Farm'''.
 +
# Looking West from the '''Searchlight Airport''''s Western fence.
 +
# Looking North of '''Guardian Peak'''.
 +
# Looking South from '''The Devil's Throat'''.
 +
 +
* Cause: Mod conflict.
 +
:* Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problemNo reports of any patches to this file correcting the situation.
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
<span id="Issue - GrenadeThrow"></span>
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
: NOTE: This is a '''''very rare''''' issue.  See the entry [[#Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game|Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game]] first.  If you do confirm this issue with WMM is the cause, please inform the "current maintainer" listed in the "WIP" notice at the top of this article of the specific weapon with a link to the mod in question so a list of offending plugins can be compiled.
 
</div>
 
  
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not emptyTypically this will mean moving the second and third slot entries up by one. Be sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get saved. Note this edit will only work if there are already weapon mods available for that weapon.  Adding weapon mods that do not already exist is a more involved "customization" process.
+
=== Issue - Grenade throw always falls at my feet ===
 +
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
 +
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
 +
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
  
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
+
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
=== Issue - Unable to draw weapons or fire or crouch ===
 
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
 
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
 
: Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
 
* Cause: Removal of all "tumbleweeds" from the game.  The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted.  It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 
  
* Solution:
+
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
** Temporary: Move to somewhere you know you should be able to use all those functions, open the in-game console (<~> key), and enter "EnablePlayerControls" (without the quotes) and hit <Enter>.
+
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new character.  Often this functionality is incorporated into "performance" mods, so if it isn't mentioned in the description some testing may be required.  However, once the character has stepped outside of Doc Mitchell's so the scripted "tumbleweed" event occurs, they may be installed.
+
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
 +
 
 +
<span id="Issue - KeystrokesPassed"></span>
 +
<span id="Issue: How to determine what keystrokes are being passed"></span>
 +
 
 +
=== 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.
 +
 
 +
* 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 - HUD-UI-MenuCorrupted"></span>
 +
 
 +
=== Issue - HUD-UI-Menu messed up or unreadable or missing ===
 +
* Cause-1: You are using an HUD-UI-Menu mod such as [http://ui.darnified.net/wip/DUIFONV/v1/DUINVv04.7z DarNified UI] (DarnUI) which requires fonts other than the vanilla provided ones to display properly.
 +
 
 +
:* Solution-1: DarNified UI comes with a set of "DarN" fonts which must be added to the INI files, but there are other fonts available such as:
 +
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
 +
::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
 +
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
 +
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder).  The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
 +
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
 +
<pre>
 +
[Fonts]
 +
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 +
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
 +
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 +
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
 +
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 +
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 +
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 +
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 +
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 +
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 +
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 +
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 +
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 +
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 +
</pre>
 +
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as well.  The "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
 +
 
 +
* Cause-2: An XML file is missing an expected element.  Usually this is caused by a mod installation overwriting the XML file in question.
 +
 
 +
* Solution-2: It can get complicated.  Read this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
 +
 
 +
<span id="Issue - MouseAfterFastTravel"></span>
 +
<span id="Issue - MOUSE - not working after fast travel"></span>
 +
 
 +
=== Issue - MOUSE - not working after fast travel ===
 +
* Cause: Unknown
 +
:* Solution-1a: After "fast travel", enter the Pipboy "map" tab (see [[#Issue - MouseMisbehaves|Issue - Mouse Misbehaves]] for hotkeys), move the mouse cursor around a bit and then "<Right-Click>" on the map to enter into the "marker placement" menu to see if it is working again.  It may take more than one attempt at wiggling the mouse cursor around, but once it responds to the mouse click it should work until the next time you "fast travel".
 +
 
 +
:* Solution-1b: Rename the "Fallout.INI" and "FalloutPrefs.ini" files located in the "C:\Users\<UserAccountName>\Documents\My Games\FalloutNV" folder to some different name.  (Just adding a different extension such as ".org" works.)  Then use the game "FalloutNVLauncher.exe" program to cause them to be rebuilt.  Refer to the backed up original version files for your previous changes.
 +
 
 +
<span id="Issue - MouseSensitivity"></span>
 +
 
 +
=== Issue - MOUSE - sensitivity or weapon aiming is off or similar issues ===
 +
Monitor is set to a higher than 1920x1080 resolution.
 +
 
 +
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
 +
 
 +
:* Solution: Use a lower, more standard (in 2010) display resolution.  (Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio".  Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.)  See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
 +
 
 +
<span id="Issue - UnableAddWeaponMods"></span>
 +
<span id="Issue - Unable to add either of two "weapon mods" to a weapon"></span>
 +
 
 +
=== Issue - Unable to add either of two ''weapon mods'' to a weapon ===
 +
* Cause: The mod [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)] only checks the first of 3 possible mod slots.  If this is blank, it assumes there are no mods available.
 +
 
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: NOTE: This is a '''''very rare''''' issue.  See the entry [[#Issue - WMMBroke|Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game]] first.  If you do confirm this issue with WMM is the cause, please inform the "current maintainer" listed in the "WIP" notice at the top of this article of the specific weapon with a link to the mod in question so a list of offending plugins can be compiled.
 +
</div>
 +
 
 +
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not empty.  Typically this will mean moving the second and third slot entries up by one.  Be sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get saved.  Note this edit will only work if there are already weapon mods available for that weapon.  Adding weapon mods that do not already exist is a more involved "customization" process.
 +
 
 +
<span id="Issue - UnableDrawFireCrouch"></span>
 +
<span id="Issue: Unable to draw weapons, fire, or crouch"></span>
 +
 
 +
=== Issue - Unable to draw weapons or fire or crouch ===
 +
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
 +
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
 +
: Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
 +
* Cause: Removal of all "tumbleweeds" from the game.  The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted.  It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 +
 
 +
* Solution:
 +
** Temporary: Move to somewhere you know you should be able to use all those functions, open the in-game console (<~> key), and enter "EnablePlayerControls" (without the quotes) and hit <Enter>.
 +
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new character.  Often this functionality is incorporated into "performance" mods, so if it isn't mentioned in the description some testing may be required.  However, once the character has stepped outside of Doc Mitchell's so the scripted "tumbleweed" event occurs, they may be installed.
 +
 
 +
<span id="Issue - WMMBroke"></span>
 +
<span id="Issue - WMM - "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
 +
 
 +
=== Issue - WMM - '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
 +
* Cause: There are a number of unspoken assumptions by [http://www.nexusmods.com/newvegas/mods/44515/? The Weapon Mod Menu (WMM)] that, when verified/resolved, are the usual solutions.
 +
 
 +
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
 +
 
 +
:* Solution-2: You have a "weapon mod" that is appropriate for that specific weapon.  Most "weapon mods" only apply to very specific weapons.  There are (to the best of the collective knowledge) none that apply to ALL weapons.  So you have to check the name of the mod very carefully as the differences in the names are subtle.  The easiest way to determine the correct mod for a weapon in game is at the "green vending machines" provided by the additional mod [http://www.nexusmods.com/newvegas/mods/39651/? Weapon Mods Expanded (WMX)], which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
 +
 
 +
:: (There are a very few instances where WMM will refuse to add weapon mods.  See [[#Issue - UnableAddWeaponMods|Issue - Unable to add either of two "weapon mods" to a weapon]] entry, but it will require you to look at the mod plugin internals in either [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] or GECK to verify.)
 +
 
 +
:* Solution-3: You have installed both [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] and WMM in the correct order.  (See the wiki article [[HUD-UI-Menu_issues|HUD-UI-Menu issues]].)
 +
 
 +
:* Solution-4: You do NOT have a game controller attached.  If you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
 +
 
 +
:* Solution-5: If none of the above are the problem, see if you can find anything in the "fallout_nv_error.log" file.  (See [[#Checklist|Checklist item #4]].)
 +
 
 +
<span id="Issue - WMXLosesMods"></span>
 +
<span id="Issue - WMX - loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
 +
 
 +
=== Issue - WMX - loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
 +
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
 +
 
 +
:* Solution: [http://www.nexusmods.com/newvegas/mods/39651 Weapon Mods Expanded (WMX)] detects that you have equipped the 'Weathered 10mm Pistol'.  The WMX menu (in the Pip-boy "Inventory" screen for the selected weapon) allows you to swap the defective original Weathered 10mm Pistol for a fully-functional duplicate of it. Doing so will effectively erase any weapon mods already applied to the weapon, so it is recommended to remove them first using [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)].  When you are ready to proceed, select the 'Swap Weapon' button. Select 'Cancel' if you are not ready to proceed (this menu will appear again when you next equip the bugged Weathered 10mm Pistol).
 +
 
 +
<span id="Issue - ZoomControls"></span>
 +
<span id="Issue: ZoomControls"></span>
 +
 
 +
=== Issue - ZOOM controls ===
 +
Symptoms: Suddenly vision "zoom" features (such as "scoped weapons" and dialog "close-in to observe the speaker's face") and related manual controls are no longer working.
 +
 
 +
* Cause: Likely a "Field of View (FoV)" setting or conflict.
 +
:* Solution: Check FOV related setting in recently added mod INI files, such as (purely for example) "[https://www.nexusmods.com/newvegas/mods/65525 New Vegas Reloaded]" and "[https://www.nexusmods.com/newvegas/mods/55085 FOV Slider]", or enhanced configuration mod tools like [https://www.nexusmods.com/newvegas/mods/66347 lStewieAl's Tweaks].
 +
 
 +
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
 +
 
 +
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
 +
{{GECK: Common Problems}}
 +
 
 +
== Solutions to Graphics problems ==
 +
 
 +
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
 +
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
 +
This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]".  It is also accessible from the "Pause Menu" screen during a game session.  It is only visibly in effect in FPV.
 +
 
 +
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanilla.  When this setting is enabled, those weapons will switch:<br>
 +
* from "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode,<br>
 +
* to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";<br>
 +
: when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".
 +
 
 +
Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights.  You use the "crosshair" instead.
 +
 
 +
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
 +
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
 +
The situation is a bit more complex than it appears on the surface.  Apparent weapon position is determined by the animation files.  It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by default.  In addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
 +
 
 +
* Cause-1: This is controlled by a single variable: "fFirstPersonHandFollowMult".  The default value is ".85", so this was a deliberate design decision to impose some inaccuracy by the developers, as a value of "1.0" is "dead center" of the aiming point.
 +
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
 +
:: Note the mod [http://www.nexusmods.com/newvegas/mods/35781/? First Person Gun No Follow] by '''Azrael Dark''' combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
 +
:* Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0".  (Some other mods use this setting as well, so conflicts are possible.)
 +
 
 +
* Cause-2: Your problem might be a result of changing the "Field of View" (FOV).
 +
<blockquote>
 +
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
 +
: fDefaultFOV=75.0000 - Shows the default Field of View in degrees for the game, which is 75 degrees. Changing the Field of View using this variable doesn't seem to work properly as it is not applied when the game starts, so instead you will need to use the FOV console command (See Console Commands section) each time you start them game to set a different field of view.
 +
 
 +
: Update: It has been discovered that by inserting the line fDefaultWorldFOV=75.0 at the bottom of the Display section of the Fallout.ini file, and assigning it a value equal to the FOV you want, you can now permanently change the default Field of View in the game. Remember however that if you change the default FOV, you may also need to change the FOV for other screen elements - see the fRenderedTerminalFOV and fPipboy1stPersonFOV commands below. Note also that you can alter the fDefault1stPersonFOV=55.0000 value to alter how much of your body/weapon is shown in front of you (Fallout.ini).
 +
</blockquote>
 +
 
 +
:* Solution-2a: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.  Look into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
 +
 
 +
:* Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
 +
*: Make backups of the INIs before changing them.
 +
<blockquote>
 +
:  fCameraPosX=0.0
 +
:  fCameraPosY=9.5
 +
:  fCameraPosZ=6.0
 +
:  bUseThirdPersonArms=1
 +
:  bTPArmsEnableIronSights=1
 +
</blockquote>
  
<span id="Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game"></span>
+
* Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
=== Issue: WMM '''The Weapon Mod Menu''' will not let me add a weapon mod in game ===
+
:* 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".
* 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.
+
::<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>
  
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
 
  
:* Solution-2: You have a "weapon mod" that is appropriate for that specific weapon.  Most "weapon mods" only apply to very specific weapons.  There are (to the best of the collective knowledge) none that apply to ALL weapons.  So you have to check the name of the mod very carefully as the differences in the names are subtle.  The easiest way to determine the correct mod for a weapon in game is at the "green vending machines" provided by the additional mod [http://www.nexusmods.com/newvegas/mods/39651/? Weapon Mods Expanded (WMX)], which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
+
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
  
:: (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.)
+
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
 +
* Cause: This is a more complex issue than aiming in 1st Person View (FPV).  The player is always viewing the action from the perspective of the camera.  The camera location is independent of the character's eyes, and from the weapon.  It is always "center of the screen".  In FPV, it is positioned to simulate the eye view of the character.  In 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weapon.  Instead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in view.  This camera setting is not generally adjustable, though there are mods that help.  The cross-hair is positioned in the center of the screen.  It is not accurately aligned with the character's eyes or the weapon.  The "Field of View" (FOV) controls how much of the cell scene is visible.  This is adjustable and there are actually a number of inter-related FOV settings.
 +
: Please see the [[#Issue: Aiming - Disable Auto Aim or not?|Issue: Aiming - Disable Auto Aim or not?]] section first to understand the role of Auto Aim on the problem.  As pointed out there, weapon animations are not aligned consistently the same.  In TPV, if Auto Aim is disabled there is no expectation that the alignment of the weapon is with the cross-hair.  As the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
  
:* 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]].)
+
: 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-4: You do NOT have a game controller attachedIf you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
+
:* 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'''.
  
:* Solution-5: If none of the above are the problem, see if you can find anything in the "fallout_nv_error.log" file. (See [[#Checklist|Checklist item #4]].)
+
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
 +
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
  
<span id="Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol'"></span>
+
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
=== Issue - WMX loses my existing weapon mods to the ''Weathered 10mm pistol'' ===
+
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
 
  
:* Solution: [http://www.nexusmods.com/newvegas/mods/39651 Weapon Mods Expanded (WMX)] detects that you have equipped the 'Weathered 10mm Pistol'. The WMX menu (in the Pip-boy "Inventory" screen for the selected weapon) allows you to swap the defective original Weathered 10mm Pistol for a fully-functional duplicate of it. Doing so will effectively erase any weapon mods already applied to the weapon, so it is recommended to remove them first using [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)]When you are ready to proceed, select the 'Swap Weapon' button. Select 'Cancel' if you are not ready to proceed (this menu will appear again when you next equip the bugged Weathered 10mm Pistol).
+
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
 +
=== Issue - Aiming - Disable Auto Aim or not ===
 +
* Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
 +
: If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc ..  So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
 +
: Basically the Auto Aim feature redirects your bullets toward the center of the screen.  This would be a great feature if it wasn't also used in combat as a targetting aid. When your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.  
  
<span id="Issue: ZoomControls"></span>
+
:* Solution-1: [http://www.nexusmods.com/newvegas/mods/34723/? No Auto Aim] by '''EddieV223'''.  Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligible.  Uses the following values (default = FalloutNV):
=== Issue - ZOOM controls ===
+
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
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.
+
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 +
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
  
* Cause: Likely a "Field of View (FoV)" setting or conflict.
+
:* 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: 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]".
+
::* 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)
  
<span id="Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems"></span>
+
:* 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.)
  
== Solutions to '''Garden of Eden Construction Kit''' ''aka '''GECK''''' problems ==
+
<span id="Issue: Aiming - Full-Auto Iron Sights animation jump"></span>
{{GECK: Common Problems}}
+
=== 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.
  
== Solutions to Graphics problems ==
+
: 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).
  
<span id="Issue: Aiming - 1st Person View (FPV) Iron Sights"></span>
+
: 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.
=== Issue - Aiming - 1st Person View ''aka FPV'' Iron Sights ===
+
   
This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]".  It is also accessible from the "Pause Menu" screen during a game session. It is only visibly in effect in FPV.
+
* 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]
  
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanilla.  When this setting is enabled, those weapons will switch:<br>
+
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
* 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>
+
: 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.
* to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";<br>
 
: when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".
 
  
Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights.  You use the "crosshair" instead.
+
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
  
<span id="Issue: Aiming - 1st Person View (FPV) is off center"></span>
+
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
=== Issue - Aiming - 1st Person View ''aka FPV'' is off center ===
+
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 situation is a bit more complex than it appears on the surfaceApparent weapon position is determined by the animation files.  It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by 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.
+
* Cause: This is a bug in some animationsIt is particularly noticeable with the "plasma rifle".
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
+
:* 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.
:: Note the mod [http://www.nexusmods.com/newvegas/mods/35781/? First Person Gun No Follow] by '''Azrael Dark''' combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
 
:* Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0".  (Some other mods use this setting as well, so conflicts are possible.)
 
  
* Cause-2: Your problem might be a result of changing the "Field of View" (FOV).
+
<span id="Issue: Animation Clipping"></span>
<blockquote>
+
=== Issue - Animation Clipping ===
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
+
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.
: 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).
+
* 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.
</blockquote>
+
:* Solution-1: Engage in [[# Mod_Conflict_Isolation|Mod Conflict Isolation]] to identify where the conflicts reside. Identify a consistent, readily determined example of the conflict. In  general, removing the most sweeping, broadly affecting "overhaul" addition first will be more efficient.  It may even be necessary start from a bare-bones vanilla load order without any enhancements of any kind to determine the issue does not occur without any modifications. Then, gradually add and test.
  
:* Solution-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).
+
* Cause-2: It's simply how the game handles weapon animations.  Weapon animation is shared between weapons of the same type (e.g "two handed weapons"). For example, both the "Hunting rifle" and the "Varmint rifle" use the same animation set, based upon the vanilla meshes. Some weapon mesh used by a given mod might be thicker or thinner, resulting in clipping.
 +
:* Solution-2: Not much can be done about it.  As most of the time these are "transient" temporary issues, it's best to just ignore them.  If it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
 +
:: Note that mods considered purely one thing or another (such as "texture replacers") still might include their own meshes. Every mesh has embedded in it the path to the texture file it uses.  If the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct textures.  Case in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''.  Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacements.  Always check both the general mod description and that of the individual files.
  
:* 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:
+
<span id="Issue: AuthorityGlasses"></span>
*: Make backups of the INIs before changing them.
+
=== Issue - Authority Glasses worn weirdly ===
<blockquote>
+
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.
:  fCameraPosX=0.0
 
:  fCameraPosY=9.5
 
:  fCameraPosZ=6.0
 
:  bUseThirdPersonArms=1
 
:   bTPArmsEnableIronSights=1
 
</blockquote>
 
  
* Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
+
* Cause: 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-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".
+
:* 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.
::<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: Blood Decal Duration"></span>
  
<span id="Issue: Aiming - 3rd Person View (TPV) is off center"></span>
+
=== Issue - Blood Decal Duration ===
 
+
Adjust how long the "decals" of blood spatter remain on things when they take damage.
=== Issue - Aiming - 3rd Person View ''aka TPV'' is off center ===
+
* 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.
* 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 weaponIt is always "center of the screen".  In FPV, it is positioned to simulate the eye view of the characterIn 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weapon.  Instead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in view.  This camera setting is not generally adjustable, though there are mods that help. The cross-hair is positioned in the center of the screen. It is not accurately aligned with the character's eyes or the weapon. The "Field of View" (FOV) controls how much of the cell scene is visible. This is adjustable and there are actually a number of inter-related FOV settings.
+
:* Solution: The following information is collected from several sources.  Just enter the numeric values givenThe "[def: nn]" notation is the game default value for referenceThe remainder of each entry is informational only and should not be entered.
: 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-hairAs the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
+
:: 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 durationEBT 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>
  
: It is important to understand: the game is not designed for accuracy while shooting in TPV. You are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon.  (See [http://geck.bethsoft.com/index.php?title=Gun_Spread_Formula GECK: Gun Spread Formula].)  If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode ''when you use certain weapons or a "Scope"'' and have "True Iron Sights" enabled).  Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionality.  For accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
+
[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>
  
:* 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:
+
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
+
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
+
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 explodedA detached limb can then be further dismembered into "gore chunks".
 +
:* Solution-1: To completely disable all gore and blood effects:
 +
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
 +
:: Add under the "[General]" section of all three:
 +
:: <pre>bDisableALLGore=1</pre>
 +
:: Save the file.
  
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
+
:* 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:
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
+
::* "Limb Explosion chance"
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
+
::* "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.
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
<span id="Issue: BobbingNPCs"></span>
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
+
=== Issue - Bobbing NPCs ===
 +
Symptoms: All NPCs start to bob up and down whenever looked at from close range. Zooming in on them causes it from any distance, even with a vanilla game.
  
<span id="Issue: Aiming - Disable Auto Aim or not?"></span>
+
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
=== Issue - Aiming - Disable Auto Aim or not ===
+
:* 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.
* 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).
+
:* Solution-1b: There is a trade off between ''player foot dynamic placement'' efficiency and the absence of foot bouncing glitches for NPCsIt eliminates NPCs bouncing glitches almost entirely, but also makes ''player dynamic foot placement'' work slightly worse.
: 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.
+
:: Set these lines in either "FalloutPrefs.ini" or "FalloutCustom.ini" to the following:
: 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.
+
<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>
  
:* 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):
+
<span id="Issue: Body Replacer - Big Head / Hair bug"></span>
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
 
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
 
  
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
+
=== Issue - Body Replacer - Big Head or Hair bug ===
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
+
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.
::* 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.
+
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
:: 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.)
+
: 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: Aiming - Full-Auto Iron Sights animation jump"></span>
+
<span id="Issue: Body Replacer - Custom Body Types"></span>
=== Issue - Aiming - Full-Auto Iron Sights animation jump ===
+
=== Issue - Body Replacer - Custom Body Types ===
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.
+
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.)
  
: Files that modify "iron sight" firing animations always have the word "attack" in them, and end with "is" (for "iron sight")They begin with the number of hands holding the weapon (1h/2h), followed by the general weapon type ("P"istol, "A"utomatic, "R"ifle, "M"elee, etc.), which combined make up the "weapon category". Automatic weapons all use one attack animation in their category: '''1hpattackloopis''' ("OneHandPistol" animation type in '''GECK''' or "Pistol - Ballistic" in '''FNVEdit'''); '''2haattackloopis''' ("TwoHandAutomatic" or "Rifle - Automatic"); and '''2hrattackloopis''' ("TwoHandRifle" or "Rifle - Ballistic"). Other "iron sight" weapons have their attacks marked with a number ('''2hrattack''3''is''' for example).
+
* 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 separate.  There 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.
  
: 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.
+
:: 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.
 
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
 
:* Solution-1: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
 
  
:* Solution-2: Mod [http://www.nexusmods.com/newvegas/mods/65052?tab=posts Weapon Mesh Improvement Mod]
+
:: 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.
: There are other "weapon animation" replacement mods as well that may perform better with a particular weaponNow you know enough to "pick and choose" which files to replace between mods.
 
  
<span id="Issue: Aiming - Weapon stays centered after releasing RMB"></span>
+
:: 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.
  
=== Issue - Aiming - Weapon stays centered after releasing RMB ===
+
:: 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.
Basically: when you fire your weapon in TPV and press the (default) "Right Mouse Button (RMB)" (switching to FPV "scope" or "iron sights" aiming) and IMMEDIATELY let go of the RMB, the weapon stays centered for a second or so before it goes back to normal.  This DOES NOT happen if you fire and hold RMB/Aim for those 1-2 seconds; it's almost as if the weapon is stuck in it's FPV firing position for a second or so every time you fire.  The camera zooms back out, but nothing else.
 
  
* Cause: This is a bug in some animationsIt is particularly noticeable with the "plasma rifle".
+
:: "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 aboutAs a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabledSometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available.  Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully.  This "skeleton" choice can easily limit your options.  There are three "universal compatibility skeleton" mods for FNV on '''Nexus''' designed to overcome this compatibility problem:
:* Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" fileSearch the Nexus on the keyword "animation".  (There is also the mod [http://www.nexusmods.com/newvegas/mods/64339 Asurah Reanimation Pack] which will not get picked up by that keyword search.) The mod [http://www.nexusmods.com/newvegas/mods/57561 Animation Resources] by '''Fallout2AM''' includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.
+
::* [http://www.nexusmods.com/newvegas/mods/68776 NV Compatibility Skeleton] by '''Kicho666, Xilandro, Fallout2AM'''.  A skeleton with compatibility for the latest mods (such as "Ragdolls", Xilandro's various B42 mods (Head Tracking, Quickthrow, Inertia etc.), and "Titans of the West").
 +
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
 +
::: Read their descriptions carefully.
  
<span id="Issue: Animation Clipping"></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 bodyAs the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh.  It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate (though some come very close).  There are "seam concealer" mods that provide necklaces and similar to hide this seam.
=== Issue - Animation Clipping ===
 
A common problem is "clipping" of the hand/fingers gripping a weapon while aiming or reloadingSometimes this appears as a gap between the hand and the weapon; sometimes as the weapon cutting into the hand.
 
  
* Cause-1: IF you are using combinations of mesh/texture and animation replacements, or various "post processor" packages such as "ENB", "Reshade/SweetFX", or "NewVegasReloaded/NVGE" then there may be conflicts just as with other mods.
+
:: "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-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.
 
  
* 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.
+
:: 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" 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.
:* Solution-2: Not much can be done about itAs most of the time these are "transient" temporary issues, it's best to just ignore themIf it really bothers you, then you will have to give up whichever mod is providing the altered mesh causing the clipping. 
 
:: Note that mods considered purely one thing or another (such as "texture replacers") still might include their own meshes. Every mesh has embedded in it the path to the texture file it uses.  If the mod uses a unique folder structure, then it HAS to have altered the mesh as well in order to find the correct texturesCase in point: version 2.x of [http://www.nexusmods.com/newvegas/mods/38285 Weapon Retexture Project (WRP)] by '''millenia'''. Version 1 used a vanilla folder structure; version 2 has a unique one making it incompatible with some other popular mods (e.g. '''WMX''') and animation replacementsAlways check both the general mod description and that of the individual files.
 
  
<span id="Issue: AuthorityGlasses"></span>
+
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install.  Sometimes they require using the GECK to add their mesh and textures to the "head" mod.  Read their installation instructions carefully before choosing.
=== Issue - Authority Glasses worn weirdly ===
 
Symptoms: When worn, the Authority Glasses don't "sit right"; as in dangle off the face incorrectly hanging down the side as if from one ear.
 
  
* CauseConflict between "[http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch - YUP]" and any mod that replaces the mesh for the Authority Glasses.
+
:: FAQs:<br>
:* Solution: Let YUP overwrite those mods (somewhat difficult with just the "load order" as YUP should be loaded early/"low numbered" in the sequence) or resolve the conflict with a "Bashed/Merge Patch" file. Please see the '[[FNV_General_Mod_Use_Advice#Third_Rule:_The_Rule_of_One Third Rule:|The Rule of One]]' and '[[FNV_General_Mod_Use_Advice#Merge_Patch_File|Merge Patch File]]' sections of the wiki "[[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]]" articleWhen in doubt, create a "Merge Patch" file for your overall "load order" anyway.
+
:: Q: What are the common male body replacers?  Female ones?<br>
 
+
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions. With the full name AND authors you should easily find their descriptions using the "search" feature:
<span id="Issue: Blood Decal Duration"></span>
+
::: Males:
 
+
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
=== Issue - Blood Decal Duration ===
+
:::* [https://www.nexusmods.com/newvegas/mods/70160 Improved Vanilla Male Body - Seamless - 4k] by '''zzjay and 7thNighthawk'''.
Adjust how long the "decals" of blood spatter remain on things when they take damage.
+
:::* [http://www.nexusmods.com/newvegas/mods/54731 Roberts Male Body FNV] by '''Nivea and Favoredsoul'''.
* 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.
+
:::* [https://www.nexusmods.com/newvegas/mods/70530 Robert N - Male Body Replacer] by '''Robert, Nivea, AlienSlof, and Allnarta'''.
:* Solution: The following information is collected from several sourcesJust enter the numeric values given.  The "[def: nn]" notation is the game default value for referenceThe remainder of each entry is informational only and should not be entered.
+
:::* [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'''.
:: Mod: [http://www.nexusmods.com/newvegas/mods/212/? Enhanced Blood textures(EBT)] by '''dDefinder'''.
+
::: Females:
:: 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]
+
:::* [http://www.nexusmods.com/newvegas/mods/67311 Beloved Girls Race Type4 body] by '''pr4ch'''.  (Note the screenshots are taken using ENB.)
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
+
:::* [http://www.nexusmods.com/newvegas/mods/34702 BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.
[Display]<br>
+
:::* [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 workSee FO3 version for full description.)
''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>
+
:::* [http://www.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
''iMaxDecalsPerFrame=''[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
''fDecalLOD0=''[def: NA] ; increases the distance that blood decals appear. EBT adds & sets to 70000.<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
''fDecalLOD1=''[def: 1000.0000] ; undefined functionality but FNV default setting.<br>
+
:::* [http://www.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''(FO3 version) Not ported to FNV.
''fDecalLOD2=''[def: 1500.0000] ; undefined functionality but FNV default setting.<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
''iMaxDecalsPerFrame=''[def: 10]<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
''iMaxSkinDecalsPerFrame=''[def: 3]<br>
+
:::* [http://www.nexusmods.com/newvegas/mods/66903 Type4 Female Body and Armors] by '''unkacc11'''.  No neckseams and much improved arms and upperbody. Complete set of armor and clothing with support for all DLCs, TTW, and Impact.
 +
:::* [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 LehengaAfrican Skin tone is working.  
 +
:::* [http://www.nexusmods.com/newvegas/mods/67104 Type(6) Sexy Outfits Merged BNB Compatible] by '''munnibhai'''.  Type6 Sexy Outfits Edition 1 & 2 merged into 1 and made BNB compatible.  43 Outfits.
 +
:::* [http://rd.nexusmods.com/newvegas/mods/45162 Type 6 Modification Body NV] (T6M) by '''Izumiko'''.  This is often (incorrectly) called just "Type 6" by some mods.  If it refers to '''Izumiko''''s version, then it means "Type 6M".
 +
:::* [http://www.nexusmods.com/newvegas/mods/66839 Type6-P (T6P) nude body BNB Replacer] by '''munnibhai''' is a more "petite" version of the Type-6 body.
 +
:::* [http://www.nexusmods.com/newvegas/mods/65697 Type C Body Replacer] by '''Cytiene/AusAllerWelt'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/37820 Athletic Female Body] by '''skims'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/47986 Athletic Body Type Bouncing BNB] by '''Tattooedillusions via Skims'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/60731 Female bodybuilder race and companion] by '''Bernt '''.  "Brenda" Race and NCCS companion. Together with a variety of outfits and a pose pack.  Requires [http://www.nexusmods.com/newvegas/mods/38059/? NCCS companion system] and [http://www.nexusmods.com/newvegas/mods/38853/? ACM companion wheel for NCCS].
 +
:::* <del>[http://www.nexusmods.com/newvegas/mods/42569 Muscle Girl Project - NV] by '''zomb_killer and Tigersan'''.</del> (No longer available.  See "Female bodybuilder race and companion" by '''Bernt ''' instead.)
 +
:::* [http://www.nexusmods.com/newvegas/mods/47277 SKINNY 6 Body BNB] by '''tattooedillusions via Humannature66'''
 +
:::* [http://www.nexusmods.com/newvegas/mods/67079 Wasteland Gals - Body Textures and Playable Races Type 3 4 6] is a retexture of type 3, 4 and 6 female bodies and faces that makes raiders, ghouls and old people playable.
 +
::: NPC overhauls:
 +
:::* [http://www.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Jokerine'''.
 +
::::* [http://jokerineborealis.tumblr.com/tagged/fnv Jokerine's Website with additional resources including apparel mod patches for vanilla bodies] such as "Spice of Life - Variety Armor and Clothing" for Vanilla/Default Body.
 +
:::* [http://www.nexusmods.com/newvegas/mods/39325 NVCE - New Vegas Character Expansions] by '''Machienzo'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/54460 Fallout Character Overhaul] by '''Drumber'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/39218 Fallout New Vegas Redesigned 2] by '''Dracomies'''.
 +
:::* [http://www.nexusmods.com/newvegas/mods/56312 Fallout New Vegas Redesigned 3] by '''Dracomies and Weijiesen'''.
 +
 
 +
:: Q: What is the difference between Body Type 3 and Body Type 6M, etc?<br>
 +
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt size.  All are potentially weighted differently ("bounce" effect).  Type 6 has an "apple bottom", Type 3 are thinner "waifs".  Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) by '''Necroscope''' came along when NV came out, but has since been hidden by the author.  Type 6M (by '''Izumiko''') is a "rounder" modification of the basic Type 6 model.  Why do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
 +
:::* HD versions have more polygons, which place a heavier demand on the video memory.
 +
:::* Hentai versions have puffy nipples and are based on T3F.
 +
:::* It's best to use clothing and armor specific to the particular body type or they won't render properly.  And it's not simple to "fix".
  
[Decals]<br>
+
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<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).
+
:: 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.)
</div>
 
  
<span id="Issue: Blood, Gore, Limb Explosions & Dismemberment"></span>
+
:: Q: What about clothing and armor compatibility between body types?<br>
=== Issue - Blood-Gore-Limb Explosions and Dismemberment ===
+
:: 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.
The Fallout series is known for being "bloody" and "gory" with dismembered limbs, exploding heads, and chunks of viscera ("gore globs") and splashes of blood lying aboutThe game does have a generally undocumented setting to turn ALL the blood and gore off, which is apparently enabled by default in the German regional "no gore" version; but no finer control over the chances of such occurring when sufficient damage is applied.
+
::: "BnB" is a little more complicated.  Basically, in order to use BnB you have to have the skeleton.  So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file.  The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashesBut you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
* 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 explodedA detached limb can then be further dismembered into "gore chunks".
+
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck.  For the time you're wearing an outfit, your body will be that size, for most things. This is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or whatever.  Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badlyAs always, read the documentation carefully.
:* Solution-1: To completely disable all gore and blood effects:
+
::: 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.
:: 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:
+
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
::* "Limb Explosion chance"
+
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
::* "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: BobbingNPCs"></span>
+
: 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.
=== Issue - Bobbing NPCs ===
 
Symptoms: All NPCs start to bob up and down whenever looked at from close range. Zooming in on them causes it from any distance, even with a vanilla game.
 
  
* Cause: Framerate higher than 60FPS. The more your framerate is above 60 fps, the more likely you'll see this problem.
+
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
:* 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 - Custom Hair-Eyes-Heads and-or Races ===
 +
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
  
=== Issue - Body Replacer - Big Head or Hair bug ===
+
* 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.
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.
 
  
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
+
: The following is taken from the description on the "Mojave Delight for Type3" download page:
: Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod).  The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSAIt's a quirk of the game engine.
+
<blockquote>
:* Solution: Package the modded loose files into a BSA when done.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
:: 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.
+
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
:: 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.
+
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
 +
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
 +
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
 +
<br>
 +
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
 +
<br>
 +
Therefore, in order to change eye colors without CTD you MUST:<br>
 +
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
 +
2) change eye color.<br>
 +
<br>
 +
As long as you do this in this order your game will NOT crash.</div>
 +
</blockquote>
 +
: Once you have successfully changed eye color, then you can safely change to your custom hair 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 GECK.  The solution depends upon the mod.
 +
::* [http://www.nexusmods.com/newvegas/mods/62744 Megaton Hairs - Vegas Edition] by '''zzjay''' is for the vanilla game races only, but includes a tutorial on how to add it MANUALLY to your custom race.
 +
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
 +
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
 +
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
 +
::* [http://www.nexusmods.com/newvegas/mods/68016/? Hair Patcher Two] mod by '''Fallout 2AM''' adds a few differences to '''Hairs - Eyes - Races Auto - Patcher''' (by the same author).
 +
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
 +
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
  
<span id="Issue: Body Replacer - Custom Body Types"></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.
=== Issue - Body Replacer - Custom Body Types ===
+
:* 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 againThen 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.
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.)
+
* 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.
  
* Cause: Install failures, usually from not understanding what is involved.
+
<span id="Issue: Body Replacer - Custom Race skin mismatch"></span>
:* Solution: This is a general guide to what is involved in replacing the vanilla body of one gender with a "Custom Race" one for the Player Character Only. Mods for NPCs are separate.  There are separate mods for Males and Females or other Custom Races.  Refer to the specific body mod install instructions for specific details appropriate to that mod.  But understanding what is involved will make it easier to understand those options.  For another detailed explanation, see the [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Body_Replacement_Basics Body Replacement Basics] section of the "FNV General Mod USE Advice" article.
 
  
:: Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate mods. Mods labelled "body type" are actually "meshes" that have a different shape (proportions) in some regards to those used for the vanilla body. They are generally going to be found in the Nexus site [http://www.nexusmods.com/newvegas/mods/searchresults/?src_cat=66 New Vegas Models and Textures] category.  
+
=== Issue - Body Replacer - Custom Race skin mismatch ===
 +
This is most commonly seen as a difference between the skin color of the head and the body.  This is a "texture" problem.  Adjusting the tone sliders in the racemenu does not change anything.
 +
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
 +
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
 +
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
 +
:: Defining the NPC in an ESM is the only solution that works for everyone.
 +
:: If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.
 +
::* In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
 +
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">bLoadFaceGenHeadEGTFiles=1</div>
 +
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
  
:: 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.
+
:: 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.
  
:: 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.
+
:: 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.
  
:: 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.
+
:: 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.
  
:: "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:
+
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
::* [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").
+
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]This contains the "rules" of making an ESM.
::* [http://www.nexusmods.com/newvegas/mods/45229 Compatability Skeleton - BnB BodyExtender FAFF NVG] by '''Astymma'''.
+
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
::* [http://www.nexusmods.com/newvegas/mods/56657 The Skeleton] by '''Deedes'''.
+
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
::: Read their descriptions carefully.
 
  
:: Because the head is separate from the body, that means it too can have custom versions of it's mesh and textures.  In all other regards it is similar to but independent of the body.  As the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body 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.
+
<span id="Issue: Body Replacer - Default/Vanilla"></span>
 +
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
 +
No matter your opinion of the matter, one of the most common reasons for installing a "body replacer" is to enable a "nude body" when clothing and armor are removed.  (Since these are classified as "Adult" mods, you may need to change your Nexus Profile "Content Blocking" setting to access them.) Some would prefer to not have to get into the complexities of resorting to "custom races" to get this feature.
  
:: "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.
+
* Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body textureThis cannot be "removed" along with other clothing or armor. There are some mods which provide alternative "underwear", but these are also integrated into the texture.
  
:: 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 bothIf 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.
+
:* Solution: The mod "[https://www.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Ghostwalker71''' and '''Jokerine''' is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages.  They are the same resolution (1024x1024) as the vanilla "race" files they replace.
 +
 
 +
:* Related:
 +
::* [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.
 +
::* [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 bodyCompatible with VANILLA outfits and comes with actual feet instead of blocks, thanks to Robert'sUnderwear, nude and "erect" versions.
 +
 
 +
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></span>
  
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install.  Sometimes they require using the GECK to add their mesh and textures to the "head" modRead their installation instructions carefully before choosing.
+
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
 +
* Cause-1: Usually the problem is not understanding or following the installation instructions.
 +
: Note that FCO is a "high resolution" texture replacement of characters and NPCs.  These will place additional demands upon your video system.  Not all older systems will be able to handle the challenge.
 +
: The extensive [http://forums.nexusmods.com/index.php?showtopic=1257503 FCO "comments" forum thread] on the subject has the answers to pretty much every conceivable question not answered here.  Use the forum search function.
 +
:* Solution-1: Make sure you have complied with the following requirements:
 +
::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (original version from the Silverlock site has been at 5.1b4 for many years.  The current version known as "xNVSE" from [https://github.com/xNVSE/NVSE GitHub] is in version 6.x).
 +
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
 +
::* Have the official "Old World Blues (OWB)" DLC installed and active.
 +
::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
 +
::* Only install optional components of FCO you actually needWhen 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 FCOThe changes it makes to characters are such the effects upon a game in progress are not supported.
  
:: FAQs:<br>
+
* 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.
:: Q: What are the common male body replacers?  Female ones?<br>
+
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions.  With the full name AND authors you should easily find their descriptions using the "search" feature:
+
:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
::: Males:
+
:* 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.
:::* [http://www.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/54731 Roberts Male Body FNV] by '''Nivea and Favoredsoul'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/64001 Roberts and Brawler Body Complementary Resource for FNV and TTW] by '''Good0593''' and '''Nivea''' and '''Favoredsoul''' and '''RocketLombax'''.
 
::: Females:
 
:::* [http://www.nexusmods.com/newvegas/mods/67311 Beloved Girls Race Type4 body] by '''pr4ch'''.  (Note the screenshots are taken using ENB.)
 
:::* [http://www.nexusmods.com/newvegas/mods/34702 BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/54438 DIMONIZED TYPE3 female body] by '''dimon99''' (Copied from FO3 section unmodified. Not ported, so clothing portion doesn't work. See FO3 version for full description.)
 
:::* [http://www.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
 
:::* [http://www.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''.  (FO3 version) Not ported to FNV.
 
:::* [http://www.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/66903 Type4 Female Body and Armors] by '''unkacc11'''.  No neckseams and much improved arms and upperbody. Complete set of armor and clothing with support for all DLCs, TTW, and Impact.
 
:::* [http://www.nexusmods.com/newvegas/mods/67017 Berry and Aliceberry Type4 compatible Body] by '''ChunchunMARU'''.  This is a Replacer mod for Type4 Female Body! Slim and breasts smaller than Type4.  And, Type4 head file for Shojo race is also in the optional file.
 
:::* [http://www.nexusmods.com/fallout3/mods/5326 Type V Female Body and Armor Replacer] by '''Luchaire'''('Dimonized' FO3 version) Not ported to FNV.
 
:::* [http://www.nexusmods.com/newvegas/mods/65627? Type6 Sexy outfits with nude body (Replacer (T6) and Non-Replacer)] by '''munnibhai'''.  The "replacer" version includes the original Type 6 Body (by '''Necroscope''', now hidden) for the Player character only.
 
:::* [http://www.nexusmods.com/newvegas/mods/67073 Type6 Nude Body Mod (BNB) Edition3] by '''munnibhai'''.  This edition in the series adds BNB to the body and contains new outfits including denims, sexy frocks and a bonus Pakistani Lehenga.  African Skin tone is working.
 
:::* [http://www.nexusmods.com/newvegas/mods/67104 Type(6) Sexy Outfits Merged BNB Compatible] by '''munnibhai'''.  Type6 Sexy Outfits Edition 1 & 2 merged into 1 and made BNB compatible.  43 Outfits.
 
:::* [http://rd.nexusmods.com/newvegas/mods/45162 Type 6 Modification Body NV] (T6M) by '''Izumiko'''.  This is often (incorrectly) called just "Type 6" by some modsIf 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>
+
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt size.  All are potentially weighted differently ("bounce" effect).  Type 6 has an "apple bottom", Type 3 are thinner "waifs".  Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) by '''Necroscope''' came along when NV came out, but has since been hidden by the author.  Type 6M (by '''Izumiko''') is a "rounder" modification of the basic Type 6 model.  Why do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
 
:::* HD versions have more polygons, which place a heavier demand on the video memory.
 
:::* Hentai versions have puffy nipples and are based on T3F.
 
:::* It's best to use clothing and armor specific to the particular body type or they won't render properly.  And it's not simple to "fix".
 
  
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
+
=== Issue - Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
:: 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.)
+
* Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
 +
:* Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two modsFinally there is one specifically to address this issueMake 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.
  
:: Q: What about clothing and armor compatibility between body types?<br>
+
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></span>
:: A: Compatibility is a problematic term to use in this case.  Generally, the only thing that is needed for the body types and associated armors to work together is for them to share the same '''UVmap'''.  Any mesh that shares a '''UVmap''' can also share textures.  And generally the ones that are variations on Type3 do.  There are more choices for Type3 bodies than any others.  Remember: the "garment" completely replaces the body supposedly underneath it.  You are seeing the shape of the garment mesh, not that of the naked body.
+
=== Issue - Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
::: "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.
+
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.
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck.  For the time you're wearing an outfit, your body will be that size, for most things.  This is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or whatever.  Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly.  As always, read the documentation carefully.
 
::: However, with that said, there was a tool called [http://kgtools.wordpress.com/clothing-converter/ KGTools Clothing Converter].  This would automatically convert Armor, Clothing, or Equipment from one body style to another!  Unfortunately the KGTools web site containing the downloads is no longer accessible.  Use the links [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ on this site (adults 18+ only)] 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>
+
* Cause-1: Mod conflict with FCO.  Note the older version (v2.3.1) is available on the same download page under "Old Versions".
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
+
:* 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].
 +
: 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.
 +
::* [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.
  
: 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 - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
 +
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
 +
'''Dracomie''''s "Fallout New Vegas Redesigned 3 (FNVR3)" mod is often combined with '''Drumber''''s "Fallout Character Overhaul (FCO)" mod.  This can be done successfully, but requires close adherence to the '''FNVR3''' install instructions.  Even so, many people have had problems with crashes and performance in heavily modded games.
  
<span id="Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races"></span>
+
* Cause: The mod has been in production since '''FNV''' was released in 2010, and it's never had a thorough cleaning.  Over the near-decade that '''Dracomies''' has spent working on it, the '''GECK''' added tons of wild edits (it does that), and there were even some obsolete values from before the '''Fallout Official Patches''' were applied back in 2010/2011 still lurking in the plugins.
 +
: In addition, '''FNVR3''' relied on both an ESM and an ESP plugin.  The main reason for the ESP is that when "NPC Actor" records are stored only in an ESM, you can get visual glitches such as what some call "whiteface", generally intense bright discoloration.  '''FNVR3''' also suggests setting ''bLoadFaceGenHeadEGTFiles=1'' in the various INI files to further help with this problem, but that setting is an intense resource hog (it generates textures for every character on the fly while in game), which is a lot to ask of your modded setup on what is already a fairly unstable engine.  There is a better way to resolve this though, using the "Export Face Textures" feature in the '''GECK''', eliminating the need for an ESP file.
  
=== Issue - Body Replacer - Custom Hair-Eyes-Heads and-or Races ===
+
:* 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.
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
+
:: Qwinn has authored two articles to supplement QRNVR3:
 +
::* [http://www.nexusmods.com/newvegas/articles/55232 Complete NVR3 Installation Instructions] This should help every NVSR3 user, even if they don't use Qwinn's mod.
 +
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
  
* 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 raceFor example, if it says it's for "Head03", then it won't work with the vanilla game heads.  The popular mod [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse''' is for '''Type3''' bodies only, while [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius''' is not intended to work with any [[custom race]] body mods like '''Type3'''.  Read the description and installation instructions carefully to determine what the mod is designed to work with.  Most known issues are noted either on the description page or under the "comments" page.  Note that some require MANUAL installation.
+
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
 +
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
 +
* Cause: Mod authors usually choose 3rd Person "poses" available from other mods to show off their results.  Those poses accentuate the figure in a way that the normal in-game animation does notAlso, the game has a horrible "fisheye lens" effect with the default of 75 or higher "Field of View" (FoV).  The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
 +
:* 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.
  
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
<blockquote>
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
 
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
 
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
 
<br>
 
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
 
<br>
 
Therefore, in order to change eye colors without CTD you MUST:<br>
 
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
 
2) change eye color.<br>
 
<br>
 
As long as you do this in this order your game will NOT crash.</div>
 
</blockquote>
 
: Once you have successfully changed eye color, then you can safely change to your custom hair style.  But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
 
:* Solution-1: Hair and Eyes are "slots" on the head.  This mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECK.  The solution depends upon the mod.
 
::* [http://www.nexusmods.com/newvegas/mods/62744 Megaton Hairs - Vegas Edition] by '''zzjay''' is for the vanilla game races only, but includes a tutorial on how to add it MANUALLY to your custom race.
 
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
 
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
 
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
 
::* [http://www.nexusmods.com/newvegas/mods/68016/? Hair Patcher Two] mod by '''Fallout 2AM''' adds a few differences to '''Hairs - Eyes - Races Auto - Patcher''' (by the same author).
 
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
 
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
 
  
* Cause-2: Unsuccessfully trying to switch between race or hair mods.  The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (''TCL''), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to.  Trying to use the console command "''ShowRaceMenu''" here will probably crash the game.
+
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
:* 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.
+
Many people have had problems getting this to installThe following needs to be understood.
* 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 NexusThere 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>
+
* There is more than just the body to consider when replacing appearance.  Please see the [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] section of this article.
 +
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
 +
* BoG is not itself a "body replacer" mesh.
 +
* BoG is designed for Type3 bodies, NOT vanilla bodies.  (Yes, this is almost the same thing as the first point, but it bears repeating.)
 +
* If you only install this BoG ''texture'' replacer on vanilla bodies, there will be ugly underwear seams on a naked body. Like two textures/meshes are conflicting.
  
=== Issue - Body Replacer - Custom Race skin mismatch ===
+
* 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.
This is most commonly seen as a difference between the skin color of the head and the bodyThis is a "texture" problem.  Adjusting the tone sliders in the racemenu does not change anything.
+
   
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
+
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
+
#: Remember to '''Merge''' instead of "replace" them when installing.
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
+
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable. Examples by '''Exeter''':
:: Defining the NPC in an ESM is the only solution that works for everyone.
+
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
:: 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.  
+
## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
::* 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:
+
## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
+
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
+
#: Remember to '''Merge''' updates/patches, not "replace".
/* Remove the next four 'white-space' lines to restore default white-space processing. */
+
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
white-space: pre-wrap;      /* css-3 */
+
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
+
# Check "I have installed Invalidation myself and it works perfectly."
white-space: -pre-wrap;      /* Opera 4-6 */
+
# Click through the FOMOD installation and choose your options. Click Install.
white-space: -o-pre-wrap;    /* Opera 7+ */
+
# After install, it will give you errors like these:
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
#:: Unable to install default meshes.
">bLoadFaceGenHeadEGTFiles=1</div>
+
#:: Unable to install (Selected) Body Mesh.
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
+
#:: Unable to install default textures.
 +
#:: Unable to install textures for (Selected private parts).
 +
#:: Unable to install (Selected Raider) textures.
 +
#:: Unable to install Sleepwear meshes.
 +
#:: Unable to install default textures for Sleepwear.
 +
#:: Unable to install (Selected) texture for Sleepwear.
 +
#: Just click "OK", ignoring them.
 +
# Activate the plugin (check marking it).
 +
# Post install:
 +
## Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
 +
## Close and reopen profiles.
 +
## Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
 +
# Verify the Install Order (on the left MO pane):
 +
## Type3 Body and Armor replacer
 +
## Dead Money Type3 Outfits
 +
## Type 3 Honest Heaart Tribal Armors
 +
## Old world Blues Armors for Type 3
 +
## Lonesome Road Armors for Type 3
 +
## BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
 +
#: Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
 +
: You should now see the BoG textures when you launch the game.
  
:: 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.
+
<span id="Issue: Body Replacer - Type 6M?"></span>
  
:: 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.
+
=== Issue - Body Replacer - Type 6M ===
 +
Problems getting this body replacer to work correctly.
  
:: And finally, keep in mind that whatever '''clothes''' or '''armor''' you use will have body parts defined, and those skin textures will show instead of whatever body you have defined in the '''GECK'''. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type.
+
* Cause: 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.
  
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
+
<span id="Issue: BrokenHitIndicator"></span>
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]]  This contains the "rules" of making an ESM.
+
=== Issue - Broken Square/Hit Indicator ===
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
+
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.
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
 
  
<span id="Issue: Body Replacer - Default/Vanilla"></span>
+
* 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.
=== Issue - Body Replacer - Default ''aka Vanilla'' ===
+
:* Solution: Go to "settings" [SIC] and change your texture size to "High".
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.
+
:: 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.
  
* Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body texture.  This cannot be "removed" along with other clothing or armor.  There are some mods which provide alternative "underwear", but these are also integrated into the texture.
+
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
  
:* 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.
+
===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 shadowNPCs act like the character is present.  Loading an earlier save doesn't have the problem.
  
:* Related:
+
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
::* [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.
 
::* [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.
 
  
<span id="Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting"></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]):
 +
::<pre>
 +
::: prid 14
 +
::: enable
 +
</pre>
 +
:: and close the console.
  
=== Issue - Body Replacer - Fallout Character Overhaul ''aka FCO'' not working or conflicting ===
+
<span id="Issue-WonkyTextures"></span>
* Cause-1: Usually the problem is not understanding or following the installation instructions.
+
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
: 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.
+
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
: 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: "Project Nevada" appears to cause a texture problem with the "Chinese Assault Rifle".
:* Solution-1: Make sure you have complied with the following requirements:
+
:* 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.
::* 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).
+
<span id="Issue: Disable Map Markers?"></span>
::* Have the official "Old World Blues (OWB)" DLC installed and active.
 
::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
 
::* Only install optional components of FCO you actually need.  When in doubt, don't.  You can add them later.
 
::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
 
::* Start a new game either upon installing or uninstalling FCO.  The changes it makes to characters are such the effects upon a game in progress are not supported.
 
  
* Cause-2: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
+
===Issue - Disable Map Markers===
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
+
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
+
* 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-2c: Other mods may also have their own patches for FCO. Be sure to check the download pages for any mods already installed for "compatibility patches" for FCO. Be careful as to which version of FCO each patch is designed to work with.
+
:* Solution-1: This is much easier with [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] if you apply a filter to only show "map markers".
 +
::* Start '''FNVEdit''' and load your current load order (selected by default).
 +
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
 +
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
 +
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
 +
::* Find the map marker you want to disable.
 +
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
 +
::* At this point you may be introduced to a warning. Accept it.
 +
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
 +
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 +
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 +
::* Right-click the record and select "Copy as override into...".
 +
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 +
::: Selecting the record will now also list the override from your new plugin in the right panel.
 +
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 +
::* When you're all done, close the '''FNVEdit''' program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close '''FNVEdit'''.
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces"></span>
+
:* Solution-2: Click on the marker in '''GECK''' to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the locationThen click the "OK" button, and save the file.
=== 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.
 
  
<span id="Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side"></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 - 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 FCO.  Note the older version (v2.3.1) is available on the same download page under "Old Versions".
+
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
:* 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].
+
=== Issue - Distant terrain or LOD flickers rapidly ===
: 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)].
+
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
 +
* Cause: Known as "Z-fighting" or "stitching", this is a complex problem in 3D rendering where two or more "primatives" such as "layers" have similar or identical values in the "z-buffer", so they essentially occupy the same spaceThe result is the pixels from each layer "fight" to be the one displayed on screen, especially when the point of view changes. This causes a flickering, noisy display of first one then another color pixelSee the "[https://en.wikipedia.org/wiki/Z-fighting Z-fighting]" article from Wikipedia for the full technical description.
  
:* 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.
+
* 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.
::* [http://www.nexusmods.com/newvegas/mods/37537/? Hi-Res Eyes Replacer by Zenl] for FCO2.
+
: 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.
::* Try reinstalling and not using the "child eye fix".
+
:* [GRAPHICS] (Page 9)
::* Do you use a Bashed Patch and tag "FCOMaster.esm" with "Eyes"?
+
::* "BlockLoadDistanceLow=" (default: 50000; corresponds to [Distant LOD] "Object LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
::* 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.
+
::* "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: Body Replacer - FNV Redesigned 3 (FNVR3) and Qwinn's Refined FNV Redesigned 3 (QRNVR3)"></span>
+
<span id="Issue: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)"></span>
=== Issue - Body Replacer - FNV Redesigned 3 ''aka FNVR3'' and Qwinns Refined FNV Redesigned 3 ''aka QRNVR3'' ===
+
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
'''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.
+
Also sometimes referred to as a "vortex on junk" or "compacting of cell contents".
  
* 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.
+
* 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'''.
: 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.
+
:* Solution-1: The problem has been fixed in version 9 of the modApparently it was resolved by removing the internal file header "ESM" flag from the ESP file.
 +
* Cause-2: File "FINAL Searchlight Airport NCR.esm" in mod [http://www.nexusmods.com/newvegas/mods/40324 Searchlight Airport NCR or Legion].  To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
 +
:* Solution-2a: Thanks for '''Merik2013''' for diagnosing the source and solution to the 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.  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: 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.
+
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
:: Qwinn has authored two articles to supplement QRNVR3:
+
::* 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.
::* [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.
+
::* Reclean your mod.
::* [http://www.nexusmods.com/newvegas/articles/55233 How to Export NPC Face Textures for ESMs]
+
::: (Note this solution predates v4.x of '''FNVEdit''' which has replaced such settings with the "AutoClean" functionPresumably this is implemented in that function but we lack reports on how effective it is for this purpose, which is why it is not the primary solution.)
 +
 
 +
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
 +
:: Placing (either deliberately or accidentally) "objects" (to include '''GECK''' things with "collision": like "trigger box activators") outside the "havok range boundary" of a cell seems to cause the "junknado".  (While this seems to occur in the "z-axis" most commonly, there is nothing to suggest so far this cannot occur when exceeding that boundary along any axis.)  The following warning about "accidental placement" is found in the [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Optimization Bethsoft Tutorial Optimization] article on '''GECKWiki''':
 +
<blockquote>
 +
    WARNING: Havok physics and the [http://geckwiki.com/index.php?title=Markers room markers] do not play well together. Avoid placing Havokable objects [to include [http://geckwiki.com/index.php?title=Movable_Static movable statics]] near [http://geckwiki.com/index.php?title=Room_Bounds_and_Portal_Basics portals] that they might be knocked through. [If an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a '''portal''' to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]
 +
</blockquote>
 +
 
 +
* Cause-3: Some Weather mods cause this problem as a conflict in the interior cells of some mods.
 +
:* Solution-3: If applying the "Solution-2a/2b" fixes above to either or both of the mod plugins in question fails to resolve the issue, try switching to a different Weather mod.
 +
 
 +
<span id="Issue: Female Character strafing left modelling glitch"></span>
  
<span id="Issue: Body Replacer - In-game doesn't look quite like the author's images"></span>
+
=== Issue - Female Character strafing left modelling glitch ===
=== Issue - Body Replacer - In-game does not look quite like the authors images ===
+
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).
* Cause: Mod authors usually choose 3rd Person "poses" available from other mods to show off their resultsThose poses accentuate the figure in a way that the normal in-game animation does not.  Also, the game has a horrible "fisheye lens" effect with the default of 75 or higher "Field of View" (FoV).  The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20.  The game is unplayable with the FoV this low; but it makes for better character screenshots.
 
:* Solution: Ignore it, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider].  However, note there are several different FoV settings and they have some impact upon each other.  The mod [http://www.nexusmods.com/newvegas/mods/36773 Further 3rd Person Camera] for normal game play may also help.
 
  
<span id="Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)"></span>
+
* Cause: Why the problem persists through a re-install is unknown.  However, the cause appears to be related to the "left movement" animations used.
 +
:* Solution: For at least one user this was "mitigated" (though not actually resolved) by downloading a "BnB" (Bouncing Natural Breasts) skeleton and copying the "left movement" animations located in that mod's "meshes\characters\_male\female" folder to that of the "Data" folder tree.
  
=== Issue - Body Replacer - Installing '''Beware of Girl''' ''aka BoG'' FOMOD with '''Mod Organizer''' ''aka MO'' ===
+
<span id="Issue: FPVCameraBug"></span>
Many people have had problems getting this to install.  The following needs to be understood.
+
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
 +
There can be a problem with the mod [https://www.nexusmods.com/newvegas/mods/55334 New Vegas - Enhanced Camera] by '''LogicDragon''' when drawing a weapon (even bare hands) in "First Person View" while wearing Power Armor or Elite Riot Armor in which half of the view is blocked by the left shoulder pauldron.
  
* 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: 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 11.7The same problem has also been referenced in the "Enhanced Camera" comments without attributing it to YUP.
* 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.
+
:* Solution: Remove YUP from the load order.  As YUP provides many, many other bug fixes this is less than ideal and not recommended, but does resolve this particular problem.
 
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
 
#: Remember to '''Merge''' instead of "replace" them when installing.
 
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicableExamples by '''Exeter''':
 
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
 
## [http://www.nexusmods.com/newvegas/mods/41884/? Honest Hearts Type3 Tribal Armors]
 
## [http://www.nexusmods.com/newvegas/mods/41884/? Old World Blues Armors for Type3]
 
## [http://www.nexusmods.com/newvegas/mods/44034/? Lonesome Road Armors for Type3]
 
#: Remember to '''Merge''' updates/patches, not "replace".
 
# Download the [http://www.nexusmods.com/newvegas/mods/34702/? "Beware of Girl Type 3 HiRez HiDetailed Replacer] (BoG) FOMOD.
 
# Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
 
# Check "I have installed Invalidation myself and it works perfectly."
 
# Click through the FOMOD installation and choose your options. Click Install.
 
# After install, it will give you errors like these:
 
#:: Unable to install default meshes.
 
#:: Unable to install (Selected) Body Mesh.
 
#:: Unable to install default textures.
 
#:: Unable to install textures for (Selected private parts).
 
#:: Unable to install (Selected Raider) textures.
 
#:: Unable to install Sleepwear meshes.
 
#:: Unable to install default textures for Sleepwear.
 
#:: Unable to install (Selected) texture for Sleepwear.
 
#: Just click "OK", ignoring them.
 
# Activate the plugin (check marking it).
 
# Post install:
 
## Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
 
## Close and reopen profiles.
 
## Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
 
# Verify the Install Order (on the left MO pane):
 
## Type3 Body and Armor replacer
 
## Dead Money Type3 Outfits
 
## Type 3 Honest Heaart Tribal Armors
 
## Old world Blues Armors for Type 3
 
## Lonesome Road Armors for Type 3
 
## BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
 
#: Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
 
: You should now see the BoG textures when you launch the game.
 
  
<span id="Issue: Body Replacer - Type 6M?"></span>
+
:* 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 - Body Replacer - Type 6M ===
+
<span id="Issue: Fisheye"></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" mods.  Such mods usually need to be installed MANUALLY.  Read their documentation carefully.
+
=== Issue - Fisheye lens effect in 3rd Person ===
:* 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:
+
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.
::* [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: BrokenHitIndicator"></span>
+
* 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.
=== Issue - Broken Square/Hit Indicator ===
+
:* 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.
Basically every time you get shot or hit, a very broken square pops up in the direct middle of the screen with no idea what exactly is causing it.
 
  
* Cause: According to the author "Just Mods: The Hit Indicator" textures from [http://www.nexusmods.com/newvegas/mods/66666 Just Mods Assorted] (2.6d) only support high texture size.
+
<span id="Issue: Flickering Shadows on grass"></span>
:* Solution: Go to "settings" [SIC] and change your texture size to "High".
 
:: NOTE: The comments page indicates that some individual "Just" mod components work fine when installed separately; but not when installed as part of the umbrella "Just Assorted" package.  YMMV.
 
  
<span id="Issue: Character is suddenly invisible in both 1st and 3rd person views"></span>
+
=== Issue - Flickering Shadows on grass ===
 +
* Cause: Video settings issue.
 +
:* Solution: Any one or combination of the following may work:
 +
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel.  HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS.  Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit.  NLE really tones down the glare and is more subdued.
 +
:# Set ''Ambient Occlusion'' to "Quality" in the video adapter card control panel.
 +
:# Set ''Negative LOD Bias'' to "Clamp" in the video adapter card control panel.
 +
:# Disable ''Anti Aliasing '' in the video adapter card control panel.
 +
:# In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" section.  However, reportedly this only affects the shadows of Actors.
 +
:# Use the [http://www.lagom.nl/lcd-test/ Lagom LCD Monitor Test Site] to check if you need to adjust the color controls (e.g. "brightness or contrast") on your physical display monitor.
  
===Issue - Character is suddenly invisible in both 1st and 3rd person views===
+
<span id="Issue: Floating objects"></span>
Upon opening a save, the player character is suddenly invisible except for their shadowNPCs act like the character is presentLoading an earlier save doesn't have the problem.
+
===Issue - Floating objects===
 +
Some objects in a cell "float" above ground level.
 +
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
 +
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 +
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the gameThe result would persist from that save game point onwardsHowever 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.
  
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
+
<span id="Issue: Fog effect around the Vegas Strip"></span>
 +
=== Issue - Fog effect around the Vegas Strip ===
 +
* Cause: The area around New Vegas (outside the strip itself) uses the "NVWastelandHazy" weather type which includes the same effect that the distance fog does, but it's set as if the distance is nothing (-10) causing it to be present right where you are. Apparently it's there to give everything a sort of dirty/dusty appearance, as if lots of sand and dirt has been kicked up by the amount of human activity around Vegas.  The weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
 +
:* Solution: Forcing the weather from "NVUrbanClear [WTHR:00173564]" to "NVWastelandHazy [WTHR:00100A4E]" will remove the fog.  "NVWastelandClear [WTHR:000FFC88]" doesn't "fog".
 +
:: Looking at NVUrbanClear, it has '''FNAM - Fog Distance''' Day & Night "- Near fog" set to "-10". ("NVWastelandClear" does as well), although during the night time it doesn't fog your eyes.
 +
:: So essentially to get rid of the fog using '''xEdit/'''[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit], you would expand the "Weather" '''Object''' category, select "NVUrbanClear", and then scroll down to "FNAM - Fog Distance" and change "Night - Near" from "-10" to "2000"; and also for "NVWastelandClear" change both "Night - Near" and "Day - Near" from "-10" to "2000". Any Fog setting that is "-10" should be set to "2000" if "Near", and "200000" if "Far", to get rid of the foggy effect.
  
:* Solution:  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]):
+
<span id="Issue: Head clipping through hair"></span>
::<pre>
 
::: prid 14
 
::: enable
 
</pre>
 
:: and close the console.
 
  
<span id="Issue-WonkyTextures"></span>
+
=== Issue - Head clipping through hair ===
=== Issue - Chinese Assault Rifle Textures are '''''wonky''''' ===
+
* 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.
: Thanks to '''XP47JSuperbolt''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
+
:* 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".
* Cause: "Project Nevada" appears to cause a texture problem with the "Chinese Assault Rifle".
 
:* Solution: Strangely, installing one of the [http://www.nexusmods.com/newvegas/mods/64339?tab=files Asurah Reanimation Pack] "Iron Sight Fix" files resolves the conflict.
 
  
<span id="Issue: Disable Map Markers?"></span>
+
<span id="Issue: Interior cell portions not visible"></span>
 +
=== Issue - Interior cell portions not visible ===
 +
You may find some things invisible, not rendered, or apparently "transparent walls" in some interior cells; without ENB or other "post processor" installed or active.
  
===Issue - Disable Map Markers===
+
*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.
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
+
:* 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".
* Cause: The map marker in GECK (an "M" in a box with a large circle around an area in the Render window) has been flagged as "visible".
 
:* Solution-1: This is much easier with FNVEdit if you apply a filter to only show map markers.
 
::* Start FNVEdit and load your current load order (selected by default).
 
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
 
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
 
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
 
::* Find the map marker you want to disable.
 
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
 
::* At this point you may be introduced to a warning. Accept it.
 
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
 
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 
::* Right-click the record and select "Copy as override into...".
 
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 
::: Selecting the record will now also list the override from your new plugin in the right panel.
 
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 
::* When you're all done, close the FNVEdit program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close FNVEdit.
 
  
:* Solution-2: Click on the marker in GECK to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the location. Then click the "OK" button, and save the file.
+
:* 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.
  
:* 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.
+
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
  
<span id="Issue: Distant terrain/LOD flickers rapidly"></span>
+
<span id="Issue: Invisible Companion"></span>
=== 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.
 
  
* 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.
+
=== Issue - Invisible Companion ===
: 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.
+
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.
:* [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>
+
* Cause: Unknown, but the situation has been reported to occur before.
=== Issue - Entering an Interior spawns the player in a huge ball of items and NPCs ''aka '''junkado''''' or '''''junknado''''' ===
+
:* Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
Also sometimes referred to as a "vortex on junk" or "compacting of cell contents".
+
::* 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.
  
* Cause-1: This has been traced to a corrupt ESM plugin from the mod [http://www.nexusmods.com/newvegas/mods/50817/? CAM - Chems Alcohol and Meds] by '''SenterPat'''.
+
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
:* 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-2: File "FINAL Searchlight Airport NCR.esm" in mod [http://www.nexusmods.com/newvegas/mods/40324 Searchlight Airport NCR or Legion].  To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
 
:* Solution-2a: Thanks for '''Merik2013''' for diagnosing the source and solution to the problem.  He simply reset that decal back to its default settings and everything went back to normal. You probably could also just delete it from that ESM as well.  As always, make backups of the mods before editing.
 
::* The cell is '''CampForlornHope01''' and the decal is ''NVNCRDecalCLeg''. You'll want to right click the decal and click the "edit" option.
 
::* Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also disabled (unchecked) all the miscellaneous changes made to it just to be sure it took, but that might not be necessary. The changes the mod made were enabling the "Persistent Reference" and "Initially Disabled" options as well as the "Flags: Set Enable State to Opposite of Parent " option under the "Enable Parent" tab.  (The last has also been suggested as a possible general fix to the problem on it's own.)
 
  
:* Solution-2b: Thanks to '''Roy Batty''' for the following:
+
:* 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:
::* Go into '''FNVEdit''' and change the cleaning setting "set z -<some high number>" (ex: -3000) and TURN IT OFF.
+
::* "prid <Ref-ID>"
::* Reclean your mod.
+
::* "kill"
::: (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.)
+
::* "resurrect"
 +
::* "disable"
 +
::* "enable"
 +
:: This may require you to "re-hire" the companion and reset it's "companion command options".
  
:* Solution-2c: Thanks to '''user826''' for experiments based upon the above "Solutions" leading to the following theory for mod creators:
+
<span id="Issue: InvisibleCorpses"></span>
:: Placing (either deliberately or accidentally) "objects" (to include '''GECK''' things with "collision": like "trigger box activators") outside the "havok range boundary" of a cell seems to cause the "junknado".  (While this seems to occur in the "z-axis" most commonly, there is nothing to suggest so far this cannot occur when exceeding that boundary along any axis.)  The following warning about "accidental placement" is found in the [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Optimization Bethsoft Tutorial Optimization] article on '''GECKWiki''':
+
=== Issue - Invisible Corpses ===
<blockquote>
+
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.
    WARNING: Havok physics and the [http://geckwiki.com/index.php?title=Markers room markers] do not play well together. Avoid placing Havokable objects [to include [http://geckwiki.com/index.php?title=Movable_Static movable statics]] near [http://geckwiki.com/index.php?title=Room_Bounds_and_Portal_Basics portals] that they might be knocked through. [If an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a '''portal''' to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]
 
</blockquote>
 
  
* Cause-3: Some Weather mods cause this problem as a conflict in the interior cells of some mods.
+
* Cause: The mod [https://www.nexusmods.com/newvegas/mods/66514?tab=description Slow Death] (file "(Animation)_Slow_Death.esp") has been confirmed to be at least one cause.
:* Solution-3If 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.
+
:* Solution:  Remove the mod.  (It has been suggested the likely culprit for this issue is the 'SlowDeathBEScript' script, but not confirmed.)  This mod is based upon another ([http://www.nexusmods.com/newvegas/mods/60201 Near Death]) which might serve as an alternative.
  
<span id="Issue: Female Character strafing left modelling glitch"></span>
+
<span id="Issue: LightingExteriors"></span>
  
=== Issue - Female Character strafing left modelling glitch ===
+
=== Issue - Lighting - Exteriors at night ===
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).
+
Symptoms: Walls and ground textures seem to strangely disappear and re-appear from close view at night.  This might appear to be due to a missing or fading texture.
  
* Cause: Why the problem persists through a re-install is unknownHowever, the cause appears to be related to the "left movement" animations used.
+
* Cause: FNV has a known "lighting problem " due to the game engine being limited to a maximum of 4 lights per exterior cellThis causes lights suddenly disappearing, terrain not lighting properly, random polygons going unlit, etc..
:* 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.
+
:* 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: FPVCameraBug"></span>
+
<span id="Issue: LightingGlow"></span>
=== Issue - First Person camera bug wearing Riot Armor family of gear ===
+
=== Issue - Lighting - Faces and surfaces glow ===
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.
+
Symptoms: After installing mods, actors' ''faces'' and some surfaces have an excessively bright glow or shine in both interiors and exteriors.
  
* Cause: This is due to a bug in the mod [http://www.nexusmods.com/newvegas/mods/51664 Yukichigai Unofficial Patch - YUP] that makes it so the Riot Armor family has its left shoulder appear in first personThe source of the problem seems to be from YUP version 11.3 onwards (and possibly earlier versions.) The YUP team is aware of the problem, but it has not been fixed as of version 11.7. The same problem has also been referenced in the "Enhanced Camera" comments without attributing it to YUP.
+
* Cause: This has been noted for some users of the mod "[https://www.nexusmods.com/newvegas/mods/35998 Nevada Skies - Weather Effects]".
 +
:* 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".
  
:* Solution: Remove YUP from the load order.  As YUP provides many, many other bug fixes this is less than ideal and not recommended, but does resolve this particular problem.
+
=== Issue - Lighting - Mod makes the Sun too bright off surfaces ===
 +
[Formerly "Issue - Mod makes the Sun too bright off surfaces".]
  
:* 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.
+
Symptom: Note this is not "sun glare", which is when you look directly at the sun in game.
 +
Be aware that there is a "light dome effect" around the New Vegas strip which is quite visible from a distance at night.  Daylight surfaces within this dome area are blindingly bright from some angles on default settings. This appears to be by design.
  
<span id="Issue: Fisheye"></span>
+
* 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".
  
=== Issue - Fisheye lens effect in 3rd Person ===
+
:* 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.
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.
+
:: 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.
  
* 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-1b: The mod [http://www.nexusmods.com/newvegas/mods/51577/? Dynavision 3] incorporates (saving a plugin slot) [http://www.nexusmods.com/newvegas/mods/39619/? The Imaginator] which "allows you to separately control visual elements like Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu". Dynavision 3 now works with UIO instead of requiring it's own installer.
:* Solution: 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.
+
:: 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.
  
<span id="Issue: Flickering Shadows on grass"></span>
+
:* Solution-1c: INI Lighting tweaks.  The following is derived from the [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
 +
::* [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.
  
=== Issue - Flickering Shadows on grass ===
+
:* Solution-1d: Sometimes "post-processors" like the ENB Series can compensate, though remember that these often impose a penalty upon your "frames per second" (FPS).  The first resort in these cases is often choosing a different "preset", but if you want to adjust settings yourself, see the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENBseries_INI ENBSeries INI Guide] page which "is intended as THE comprehensive reference to the functionality of all parameters found within enbseries.ini as it evolves."  Suggest you start with the "[BLOOM]" and "[REFLECTION]" sections.
* Cause: Video settings issue.
+
:: The [http://www.overclock.net/t/1386086/guides-to-creating-and-customizing-your-enbs Guides to Creating and Customizing Your ENB's] thread is another ENB settings resource.
:* Solution: Any one or combination of the following may work:
 
:# Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panelHDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS.  Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit. NLE really tones down the glare and is more subdued.
 
:# 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-2: Your monitor brightness/gamma is too high.
===Issue - Floating objects===
 
Some objects in a cell "float" above ground level.
 
* Cause: More than one plugin is changing the same thing, causing a record level conflict.
 
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the game.  The result would persist from that save game point onwards.  However it will re-appear if an earlier save were loaded, or a new game started, or a new mod added which also conflicts: so it is only a temporary solution to that specific conflict.  The edit would consist of:
 
:* Click on the floating object.
 
::* Use the "getpos [x|y|z]" commands, where "x"= is the '''horizontal''', "y" is the '''vertical''', and "z" is 'the '''height''' above the water table (AKA "ground level")' axis location in the cell.  Each axis must be retrieved individually, i.e. "getpos x", "getpos y", and "getpos z".  Record each result.
 
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
 
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level".  Note the floating decimal number value.
 
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
 
:* Repeat the above steps for each floating object as needed.
 
:* Make a "full save" to a new "save game" slot.
 
  
<span id="Issue: Fog effect around the Vegas Strip"></span>
+
:* 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.
=== Issue - Fog effect around the Vegas Strip ===
 
* Cause: The area around New Vegas (outside the strip itself) uses the "NVWastelandHazy" weather type which includes the same effect that the distance fog does, but it's set as if the distance is nothing (-10) causing it to be present right where you are. Apparently it's there to give everything a sort of dirty/dusty appearance, as if lots of sand and dirt has been kicked up by the amount of human activity around Vegas.  The weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
 
:* Solution: Forcing the weather from "NVUrbanClear [WTHR:00173564]" to "NVWastelandHazy [WTHR:00100A4E]" will remove the fog. "NVWastelandClear [WTHR:000FFC88]" doesn't "fog".
 
:: Looking at NVUrbanClear, it has '''FNAM - Fog Distance''' Day & Night "- Near fog" set to "-10". ("NVWastelandClear" does as well), although during the night time it doesn't fog your eyes.
 
:: So essentially to get rid of the fog using '''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>
+
<span id="Issue: Main or DLC missing elements"></span>
=== Issue - Head clipping through hair ===
+
=== Issue - Main/DLC - missing elements ===
* 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.
+
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: If you have "Data\Meshes\Characters\Hair" and "Head" folders, delete them and toggle "ArchiveInvalidation" so the game uses the files in the "Fallout - Meshes.BSA".
 
  
<span id="Issue: Interior cell portions not visible"></span>
+
* Cause:  Cleaning the ESM file.
=== Issue - Interior cell portions not visible ===
+
:* 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 files.  You may possibly need to rebuild any "merged patch" and FNVLODGen files if simply restoring the ESMs is not enough.
You may find some things invisible, not rendered, or apparently "transparent walls" in some interior cells; without ENB or other "post processor" installed or active.
 
  
*Cause: Mod conflict with more than one attempting to modify the same interior cell.  Often this is done by an author "copying" the interior cell and making changes without taking proper precautions regarding optimizationsSee the '''GECK''' [[#TIP: Enable "MultiBounds"|TIP: Enable "MultiBounds"]] for details.
+
:: 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 responsibilityInform them of any such problems you encounter.
:* Solution-1: You may want to experiment with changes to the "interior buffer size" setting.  Start small, as the memory has to come from that used elsewherePlease see the "[http://www.tweakguides.com/Fallout3_10.html Memory, Loading & Multi-threading]" entry in the TweakGuides.com "Fallout 3 Tweak Guide".
 
  
:* Solution-2: The problem in the offending plugin has to be resolved by the author.  In the meantime, you have to identify the offending plugin(s) and remove from your "load order".  Please see the '[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Clean_Saves Clean Saves]' section of the wiki "[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice]" article.
+
<span id="Issue: Missing textures/walls"></span>
  
:: See also [[#Issue_-_Followers_not_moving_or_Navmesh_Problems|Issue - Followers not moving or Navmesh Problems]] entry under the "Miscellaneous Solutions" section.
+
=== Issue - Missing textures or walls ===
 +
Entering some locations (e.g. "Hidden valley bunker", "Kings school", and "Camp Golf") the walls appear to be transparent or missing, allowing a view of some elements of the adjacent interior rooms.  Collision still seems to be functioning (the character doesn't fall through the "gray areas" if they are entered).
 +
 
 +
* Cause: Mod conflict
 +
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culprit.  Deactivating it has been reported to correct the issue.
  
<span id="Issue: Invisible Companion"></span>
+
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
  
=== Issue - Invisible Companion ===
+
<span id="Issue: Naked NPCs (missing armor or inventory)"></span>
A companion has suddenly gone "invisible" in the game, and nothing seems to make them visible again.  Their marker appears on the Pipboy map, but they do not seem to physically be there upon traveling to that location.
 
  
* Cause: Unknown, but the situation has been reported to occur before.
+
=== Issue: Naked NPCs ''aka missing armor or inventory'' ===
:* Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
+
* 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".)
::* Travel to the companion's location so your character is near them.
+
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
::* Open the in-game console (default is the < ~ > key).
 
:::* < Click > on the companion. This is all that is needed. Note this will display an 8 character "Ref-ID" above them, which you will need to remember.
 
::* Enter the console command: "prid <Ref-ID>" and < Enter >, but without the quotes (where "Ref-ID" is what you noted for the companion in the previous step).
 
::* Now enter: "disable" and < Enter >.
 
::* Follow with "enable" and < Enter >.
 
:: This sequence should make the companion visible again.
 
  
:* Solution-1b: Revert to using the earlier save from prior to their disappearance.
+
:* Solution-2: Use/rebuild your "merged patch" file.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.  Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
  
:* Solution-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-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>".
::* "prid <Ref-ID>"
 
::* "kill"
 
::* "resurrect"
 
::* "disable"
 
::* "enable"
 
:: This may require you to "re-hire" the companion and reset it's "companion command options".
 
  
<span id="Issue: LightingExteriors"></span>
+
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
=== Issue - Lighting - Exteriors at night ===
+
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
Symptoms: Walls and ground textures seem to strangely disappear and re-appear from close view at night.  This might appear to be due to a missing or fading texture.
+
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: 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..
+
* 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 [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>
+
:* 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.
:: In other words this pretty much gets rid of the lighting bug, and your Pip-Light can shine brightly without interfering with other lights!<br>
 
:: Lights besides the Pip-Light are also improved: no more lights disappearing/reappearing depending on your camera position, or lines appearing when a light crosses cells - lights will now almost always remain lit if they're active!<br>
 
:: ENB Users: Please note the "sticky" at the top of the comments page.
 
  
=== Issue - Lighting - Mod makes the Sun too bright off surfaces ===
+
<span id="Issue: PermanentLimp"></span>
[Formerly "Issue - Mod makes the Sun too bright off surfaces".]
+
=== Issue - Permanent Limp ===
 +
Symptoms: the Player displays a limp even after having been healed of damage.<br>
 +
If it's an animation, then it's a 'feature' of the game (or some mod); not a bug.  It indicates the Actor has broken a limb.  If it "heals" without the proper treatment, it becomes "permanent".
  
Symptom: Note this is not "sun glare", which is when you look directly at the sun in game.
+
* Cause: With the legs, it's typically from a fall from a height or critical hit to the leg.
Be aware that there is a "light dome effect" around the New Vegas strip which is quite visible from a distance at night.  Daylight surfaces within this dome area are blindingly bright from some angles on default settings.  This appears to be by design.
 
  
* Cause-1: Lighting mods make adjustments to various lighting values, resulting in uncomfortably bright reflections off some surfaces.  Sometime these are by way of tweaks to the INI file, and sometimes controlled "in-game".
+
:* Solution: 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.
  
:* 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.
+
<span id="Issue: Pink teeth/tongue/mouth"></span>
:: Some mods intend you to use hats and sunglasses to mitigate the effect.  Changing the facing direction may also have an effect.
 
:: INI tweaks depend upon which surfaces and where they are located.  See the [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV) for the effects of particular settings.
 
  
:* Solution-1b: The mod [http://www.nexusmods.com/newvegas/mods/51577/? Dynavision 3] incorporates (saving a plugin slot) [http://www.nexusmods.com/newvegas/mods/39619/? The Imaginator] which "allows you to separately control visual elements like Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu". Dynavision 3 now works with UIO instead of requiring it's own installer.
+
=== Issue - Pink teeth or tongue or mouth ===
:: 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 itA patch file to fix this issue in "Dynavision 3" was posted in mid 2016, but there are no comments regarding how effective it is.
+
* Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
 +
:* Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the modThis time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).
  
:* 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.
+
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></span>
::* [View Distance] (Page 7)
+
=== Issue - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
::: 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 shineHowever 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.
+
* 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.
::* [Display] (Page 7)
+
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF). The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1msThis is an "Unreal Engine" bug which persisted into 2015 (at least).
::: 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.
+
: 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-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.
+
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
:: The [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.
+
::* 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.
* Cause-2: Your monitor brightness/gamma is too high.
+
:* 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].
  
:* Solution-2: Use the [http://www.lagom.nl/lcd-test/ LCD monitor test images] web site as reference to adjust your monitor calibration to what you desire.
+
<span id="Issue: Pip-boy and Terminal screens are all white/blank"></span>
  
<span id="Issue: Missing textures/walls"></span>
+
=== Issue - Pip-boy and Terminal screens are all white or blank ===
 +
* Cause-1: This is a known game bug.
 +
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
  
=== Issue - Missing textures or walls ===
+
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
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 roomsCollision still seems to be functioning (the character doesn't fall through the "gray areas" if they are entered).
+
:* 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.
  
* Cause: Mod conflict
+
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
:* Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culpritDeactivating it has been reported to correct the issue.
+
=== 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" modeIn "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
  
<span id="Issue: Mod makes the Sun too bright off surfaces"></span>
+
:* Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a '''NVSE''' mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutions.  NVSE knows and can read the INI setting and override the game.  These are reported to do so:
 +
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
 +
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
  
<span id="Issue: Naked NPCs (missing armor or inventory)"></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: Naked NPCs ''aka missing armor or inventory'' ===
+
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
* Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs.  The problem seems most often when they are supposed to be wearing leather armor.  (This appears to be a problem with "leveled lists".)
 
:* Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
 
  
:* Solution-2: Use/rebuild your "merged patch" file.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.  Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
+
<span id="Issue: Scope zoom distortion problems"></span>
  
:* 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>".
+
=== 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.
  
<span id="Issue: NPCs making annoying SHHHH sound and hand gesture"></span>
+
* Solution:  add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
=== Issue - NPCs making annoying SHHHH sound and hand gesture ===
+
*: Make backups of the INIs before changing them.
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.
+
:: 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: 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).
+
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
:* 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.
+
=== Issue - Screen brightness gets darker as the game progresses ===
 +
* Cause-1: Conflict between ENB and SweetFX settings.
  
<span id="Issue: PermanentLimp"></span>
+
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
=== Issue - Permanent Limp ===
+
:: Make backups of the INIs before changing them.
Symptoms: the Player displays a limp even after having been healed of damage.<br>
+
<blockquote>
If it's an animation, then it's a 'feature' of the game (or some mod); not a bug.  It indicates the Actor has broken a limb.  If it "heals" without the proper treatment, it becomes "permanent".
+
  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: With the legs, it's typically from a fall from a height or critical hit to the leg.
+
* Cause-2: Don't ignore your monitor's role.  Monitors are like TVs: they react to the ambient light levels in the room.  Do not play in a completely dark room.
  
:* 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.
+
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
  
<span id="Issue: Pink teeth/tongue/mouth"></span>
+
:* 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.
  
=== Issue - Pink teeth or tongue or mouth ===
+
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></span>
* 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.
+
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
:* 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).
+
* Cause: Unknown.
 +
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills 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>
 +
=== 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.
  
<span id="Issue: Player hands are either stubs, too large, or the fingers are missing"></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 - Player hands are either stubs or too large or the fingers are missing ''AKA Fingers glitch'' ===
 
* Cause: Fallout 3 and New Vegas have a bug when using ''iFPSClamp'' (in the game INI file), causing the hands of NPCs and the player to either become massive, or collapse into themselves.
 
: This problem seems to also be linked to the "64Hz bug" fix for "microstutter" included in "New Vegas Stutter Remover" (NVSR) and "New Vegas Tick Fix" (NVTF)The reason why the "64Hz bug" occurs is because the renderer uses ''GetTickCount'' which returns a variable frequency that jumps between 13-16ms, whereas ''TimeGetTime'' will consistently return a frequency of 1ms.  This is an "Unreal Engine" bug which persisted into 2015 (at least).
 
: As both NVSR and NVTF use the same code for the "64Hz bug", the end result is that you can choose between having a microstutter and no "fingers glitch" or having no microstutter and fingers glitching out. 
 
: There is no one reliable solution to the problem.  The following "mitigations" have helped people to different extents.
 
  
:* Mitigation-1: See also the related [[#Issue_-_Vsync_aka_V-Sync_ON_or_OFF|Issue - Vsync aka V-Sync ON or OFF]] regarding "frame rate synchronization", "screen-tearing", and "lag".
+
<span id="Issue - TTW Centaur Face distortion"></span>
::* The various "Borderless Window" or "Fake Fullscreen Window" mods (such as "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by virusek) may prevent Vsync issues if you don't have a triple buffered video card. 
+
=== Issue - TTW Centaur Face distortion ===
:* Mitigation-2: Setting "bManageFPS=0" in NVSR.INI, the "finger glitch" problem is gone, but then stuttering is back.
+
When playing "Tale of Two Wastelands" (TTW) the Centaur face may appear to stretch off into the distance.
:* 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>
+
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".
  
=== Issue - Pip-boy and Terminal screens are all white or blank ===
+
* 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".
* Cause-1: This is a known game bug.
 
:* Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
 
  
* Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
+
:* 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.
:* Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folder.  The game will then use the default files in the BSA.
 
  
<span id="Issue: Playing at greater than 1920x1080 resolution"></span>
+
<span id="Issue: StuckIMOD"></span>
=== Issue - Playing at greater than 1920x1080 resolution ===
+
=== Issue - Visual special effect (IMOD) stuck ===
* 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.
+
Some visual effect (such as "Cateye", "HUD Shudder", or "chem" induced blur) won't wear off or go away.
:* 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:
+
* Cause: An "[http://geckwiki.com/index.php?title=ImageSpace_Modifier imagespace modifier]" (IMOD) remains in effect.
::* [http://www.nexusmods.com/skyrim/mods/40706/? OneTweak] by '''virusek''' (from the Nexus Skyrim Catelog, but works with FNV.)
+
:* 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.
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by '''TimThompson89'''.
 
  
:* Solution-3: If you are using a "post processor" such as ENB, make sure it is not adding some feature like "cinematic bars" to create an effect similar to "letter-boxing" of your display.
+
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
  
:* You will probably want to see the [[#Issue: Scope zoom distortion problems|Issue: Scope zoom distortion problems]] entry as well.
+
===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.
  
<span id="Issue: Scope zoom distortion problems"></span>
+
* 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.
  
=== Issue - Scope zoom distortion problems ===
+
<span id="Issue: Win10 Blurry/small text/icons"></span>
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).
+
=== Issue - Win10 Blurry or small text or icons ===
* Cause: Game masking that is automatically applied to scopes.
+
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: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
+
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programs. You may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
*: Make backups of the INIs before changing them.
 
:: When you make any changes to the game INI file, remember to change it in all three files: the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini").  Otherwise you tend to lose track of which you actually changed if you have to "verify files", and they may not appear to "take".<br>
 
  
<span id="Issue: Screen brightness gets darker as the game progresses"></span>
+
:* 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 - Screen brightness gets darker as the game progresses ===
+
 
* Cause-1: Conflict between ENB and SweetFX settings.
+
:* 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-1: Identify the conflicting settings in the INI files and choose one.
+
<span id="Issue: Win10 Screen tearing in "Borderless Windowed Mode""></span>
:: Make backups of the INIs before changing them.
 
<blockquote>
 
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
 
:    fGamma=1.0000<br>
 
:   fGammaMax=0.6000<br>
 
:    fGammaMin=1.4000<br>
 
<br>
 
:    The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 
</blockquote>
 
  
* Cause-2: Don't ignore your monitor's roleMonitors are like TVs: they react to the ambient light levels in the roomDo not play in a completely dark room.
+
===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.
  
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
+
<span id="Issue: Wounds don't appear on Actors"></span>
 +
=== Issue - Wounds do not appear on Actors ===
 +
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].
  
:* 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: The problem lies within NIF files for armors/outfits and creaturesEach NIF has to be modified so that the main armor/creature ''NiTriStrips'' (or shapes) appear above all other ''NiTriStrips'' (like ''gore caps'' ) in the tree. Only then will decals appear correctly.
  
<span id="Issue: Somehow, without changing anything, my character is "glitched" oddly"></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 placementBy default, ''gore cap'' meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
=== Issue - Somehow ''without changing anything'' my character is ''glitched'' oddly ===
 
* Cause: Unknown.
 
:* Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills you.  Then let the game reloadSometimes that can clear oddities.  However, it doesn't address any underlying cause, so it's only useful as a temporary 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>
+
:* Solution-1a: [http://forums.nexusmods.com/index.php?/topic/6044613-wounds-not-appearing-on-npcs/#entry54108463 Example] of corrected NIF files, explained by '''KiCHo666''':
=== Issue - Textures randomly change only on particular items ===
+
<blockquote>
* 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.
+
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].
:* 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.
+
"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>
  
:* 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".
+
After all that, wounds appear correctly in the game.<br>
  
<span id="Issue - TTW Centaur Face distortion"></span>
+
However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.<br>
=== Issue - TTW Centaur Face distortion ===
 
When playing "Tale of Two Wastelands" (TTW) the Centaur face may appear to stretch off into the distance.
 
  
Note: this is very similar to the problem with "B-n-B" bodies discussed under the [[#Issue_-_Body_Replacer_-_Custom_Body_Types|Issue - Body Replacer - Custom Body Types]] entry: having the same issue of differences in "bone attachment points" and "bone weighting".
+
A friend here on '''Nexus''', '''VWgolfR1''', told me about that. So give kudos to him!</blockquote>
  
* Cause: The TTW version 4.1 of the [http://www.nexusmods.com/newvegas/mods/59147? Ragdolls] mod version of the '''Evolved Centaur''' is missing modifications to the skeleton (armature) and mesh needed to fix dismembermentsThe author is aware of the problem, which will be fixed in releases after 4.1. In the meantime he suggests the following "workaround".
+
:* 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].
  
:* 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.
+
<span id="Solutions to Mesh (Red "!" icon) or Texture (solid color) problems"></span>
 +
==Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems==
  
<span id="Issue: StuckIMOD"></span>
+
<span id="Issue: What are these ''Red "!" kite '' icons in the game?"></span>
=== Issue - Visual special effect (IMOD) stuck ===
+
=== Issue - What are these -Red Kite- icons in the game ===
Some visual effect (such as "Cateye", "HUD Shudder", or "chem" induced blur) won't wear off or go away.
+
This Red irregular "kite shaped" hexagon with a white "!" icon is the "missing mesh" indicator.
  
* Cause: An "[http://geckwiki.com/index.php?title=ImageSpace_Modifier imagespace modifier]" (IMOD) remains in effect.
+
* 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: The console command "[http://geckwiki.com/index.php?title=RemoveImageSpaceModifier rimod <imodID>]" will remove the specified IMODThe mod "[http://www.nexusmods.com/newvegas/mods/69096 Clear Imagespace Modifiers BAT file]" is a console "bat" file containing that command for all of the vanilla IMOD effects to clear them all at once.
+
:* Solution-1: Toggle "ArchiveInvalidation" off-and-on again in your mod managerThis is discussed in detail in the[[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.
  
<span id="Issue: Weapons/Fists are displayed off-center in 1st Person"></span>
+
* Cause-2: Your load order is not sorted correctly.
 +
:* Solution-2a: Check that you have the vanilla game and Official DLC ESM files in the correct sequence.  Please see the "Vanilla "Load Order" section of the [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] article.
  
===Issue - Weapons or Fists are displayed off-center in 1st Person===
+
:* Solution-2b: Use [http://loot.github.io/ LOOT] to sort your "load order".  Like most automated tools, LOOT is not 100% accurate; yet it is infinitely better at determining a correct load order for a large number of mods than anything other than manually examining each mod in an editor like [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] (a generic tool called 'xEdit' which is renamed for working with specific games) and building such an order by hand (each time you add or remove a mod). (There is a FNVEdit Training Manual specific to both FO3 and FNV.) LOOT works by examining the file header of each plugin and working out all the records each modifies, and determines the relationships between those mods. For the beginning mod user, it is essential to resolve most fatal mod conflict problems. LOOT does provide the "metadata" mechanism that allows you to customize it's sorting to preserve such adjustments as you determine necessary. Read it's documentation to exploit all of it's capabilities.
3rd Person view displays correctly.
+
{{xEdit Exclusivity}}
* 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 gameIf you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
+
* Cause-3: Different texture/mesh replacement mods can conflict with each otherThe "install order" can be the cause of the "missing mesh" indicator suddenly appearing, especially where things had been fine before adding the new mod.
 +
:* Solution-3a: Be sure you are using compatible meshes and texturesSee "Body Replacement Basics" in the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.
  
<span id="Issue: Win10 Blurry/small text/icons"></span>
+
:* 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 - Win10 Blurry or small text or icons ===
+
:: 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.
The problem may be particularly apparent with "install programs".
 
* Cause: This problem occurs on high-PPI resolution monitors and TVs (such as "Full HD" 1920x1080 and 4K-UHD 3840x2160 or higher resolutions).  Windows 10 introduced a solution called "High DPI Scaling", but earlier versions of the OS do not have the same capability because such displays were not in common use at the time.
 
: (The terms "DPI" and "PPI" are often used interchangeably but actually have different technical meanings: DPI (Dots Per Inch) is correctly used for "scan" output in "dots" such as printers and analog displays, while PPI (Pixels Per Inch) is used for output in very small fixed sized "picture elements" ''aka "[http://en.wikipedia.org/wiki/Pixel_density pixels]"''.)
 
  
:* Solution-1a: See the [http://www.digitaltrends.com/computing/how-to-adjust-high-dpi-scaling-in-windows-10/ How to adjust high-DPI scaling in Windows 10] article for the explanation of how Windows 10 deals with this issue for both modern and older programs.  You may need to temporarily turn off the "Settings | System | Display | Advanced scaling settings | Fix scaling for apps | Let Windows try to fix apps so they're not blurry" setting and use a "Custom scaling" of "100%" when running "install programs".
+
* Cause-4: The path to the mesh and/or texture file must be in "relative" format to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\textures\<SpecificSubFolderPath>").
 +
:* Solution-4: See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]].
  
:* 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: What's with these ''Solid Green'' billboard signs in the distance (LOD)?"></span>
  
:* 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.
+
=== Issue - What is with these ''Solid Green'' billboard signs in the distance ''aka LOD'' ===
 +
* Cause: The underlying problem is how the game handles distant 2D objects generally called "trees" or "billboards".<br>
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
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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>
  
<span id="Issue: Win10 Screen tearing in "Borderless Windowed Mode""></span>
+
:: 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 - Win10 Screen tearing in ''Borderless Windowed Mode''===
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
Based upon this [http://www.reddit.com/r/pcgaming/comments/6ukc1z/tip_disable_full_screen_optimizations/ Reddit thread]
+
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
* 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.
+
background-color:#333333;padding:3px;
: 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.
+
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: "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.
+
">"Atlas" means that there are several separate images located inside a single image. Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in [game] for all trees is performance friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces [in the Gamebryo engine].<br>-(Source: xLODGen description, edited from game specific for more generic purposes. See the game specific version download pages of '''xLODGen''' as to specific differences.)</div>
: "Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the ''compositor'' and disable "V-Sync".
 
: It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
 
:* Solution-1: Disable Win10 "Full Screen Optimizations".
 
:: Here's how to disable it by default: '''Windows Settings | Gaming | Game Bar'''.  The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
 
:: Either that or you can do it individually in each game's properties.
 
:* Related commentary:
 
:: It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a ''fullscreen'' game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of ''borderless'' to ''fullscreen'' that they'd also make ICC profiles work in ''fullscreen''. But no, they make it even worse in that aspect.
 
:: This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.
 
  
<span id="Issue: Wounds don't appear on Actors"></span>
+
:: (For more details about this, please see the article [http://www.reddit.com/r/skyrimmods/comments/466vss/the_difference_between_lods_and_billboards/ The difference between LODs and Billboards explained] on Reddit's Skyrim forum.  Note there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.<br>
=== Issue - Wounds do not appear on Actors ===
+
:: 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.)
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 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.
+
:* 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.
  
: 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 placementBy default, ''gore cap'' meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
+
:* 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;
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">Larger values have an impact upon performanceAnd 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-1a: [http://forums.nexusmods.com/index.php?/topic/6044613-wounds-not-appearing-on-npcs/#entry54108463 Example] of corrected NIF files, explained by '''KiCHo666''':
+
:* 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.
<blockquote>
 
I joined all gore caps into one mesh (1 for torso caps, 1 for limb caps), joined all possible armor parts into one via Blender ('''Outfit1''' and '''Outfit2''' were separated because they use different texture paths.) and then reordered them via [http://niftools.sourceforge.net/wiki/NifSkope Nifskope].
 
"Arms" mesh need to be separated for arms to appear in first person view.
 
PipboyOn/Off are replacement meshes used when NPC has Pipboy equipped.<br>
 
  
After all that, wounds appear correctly in the game.<br>
+
<span id="Issue: Find the source mod-index of an object in-game"></span>
  
However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.<br>
+
=== Issue - Find the source mod-index of an object in-game ===
 +
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.
  
A friend here on '''Nexus''', '''VWgolfR1''', told me about that. So give kudos to him!</blockquote>
+
:* Solution:
 +
:# 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 [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit], enter the Base-ID you found (e.g. "001735E4") in that field (upper left corner of FNVEdit), press < Enter >, and in the right-hand pane select the "View" tab.  (Note that a "Ref-ID" beginning with "FF" will not work for searching purposes.  You need to determine the "Base-ID" using NVSE "GBO" or "GBF" first.)
 +
:#:* This will now show you ALL the plugins which touch that record, in the order in which they do so.  The last (right-most) is the one that "wins" the conflicts (red backgrounds) for that record.  All you really need is to see which plugin (column) is the winner.
 +
:#:* 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}}
  
:* Solution-1b: ''No gore'' was a problem that was reported in the [http://www.nexusmods.com/newvegas/mods/35047/ Bouncing Natural Breasts] mod comments.  One solution is to use a "gore compatible" texture replacer like [http://www.nexusmods.com/newvegas/mods/34702/? Beware of Girl Type 3 HiRez HiDetailed Replacer].
+
<span id="Issue: Fix a "missing/solid color" texture problem"></span>
  
<span id="Solutions to Mesh (Red "!" icon) or Texture (solid color) problems"></span>
+
=== Issue - Fix a ''missing or solid color'' texture problem ===
==Solutions to Mesh -Red Kite- icon or Texture -solid or off color- problems==
+
* Cause-1: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
 +
:* Solution-1a: This is a multi-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.
  
<span id="Issue: What are these ''Red "!" kite '' icons in the game?"></span>
+
:# 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.
=== Issue - What are these -Red Kite- icons in the game ===
+
:# Make sure you have installed all the "art assets" of that plugin (that is: any ESM and BSA files required).  Check the mod "requirements" carefully.  Sometimes these are a separate "mod" or file download.
This Red irregular "kite shaped" hexagon with a white "!" icon is the "missing mesh" indicator.
+
:# Toggle "ArchiveInvalidation" off-and-on again.
  
* 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-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.)
:* Solution-1: Toggle "ArchiveInvalidation" off-and-on again in your mod managerThis is discussed in detail in the[[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.
 
  
* Cause-2: Your load order is not sorted correctly.
+
:* 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.
:* Solution-2a: Check that you have the vanilla game and Official DLC ESM files in the correct sequencePlease see the "Vanilla "Load Order" section of the [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] article.
+
:# Examine the mod archive package to check if the folder where it got placed is somewhere the engine isn't looking for it.  You can manually drag the folders to the correct locations, or repackage the archive to avoid that problem against the next time you need to install it.
 +
:#; For example: In the case of "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure.  (Not an uncommon mistake by mod authors, so learn from this.)  The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized; with folder names such as "Textures" or "Meshes" (etc.), or ESM/ESP/BSA files.  It assumes they are being placed under the game "Data" folder.  This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data".  (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.  Sometimes it's "Data" so you end up with "Data\Data" which is also unexpected.)  Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem.  Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those folders into the game "Data" folder.<br>
 +
:#: BTW: The text file under the WRP "RLS" folder is a documentation file.  If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders.  Recommend renaming such to "<mod_name>_ReadMe.txt" so you know which package they came from, and place them all in a "Docs" folder for easy access, but it's not a requirement.  (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt"), so consequently only the last installed exists.)
 +
:# 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.
  
:* 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.
+
:: If nothing changes, then you most likely identified the wrong object and need to start over.
{{xEdit Exclusivity}}
 
  
* Cause-3: Different texture/mesh replacement mods can conflict with each other.  The "install order" can be the cause of the "missing mesh" indicator suddenly appearing, especially where things had been fine before adding the new mod.
+
* 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).
:* Solution-3a: Be sure you are using compatible meshes and texturesSee "Body Replacement Basics" in the wiki [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice] article.
+
:* Solution-2: Removing the mod should restore things, but you have to toggle "ArchiveInvalidation" off-and-on-again once it is uninstalledIf a loose file was actually overwritten, you will need to "verify local files" or re-install the other mod to restore it.
  
:* Solution-3b: As a general rule, install replacement mods that predominately affect the "background" on the horizon or mountains first, then those that affect the mid-ground (like billboards and trees/flora), with those affecting things you normally don't see well until in the mid- to foreground (like creatures) last.  Some experimentation with the "install order" may be necessary.
+
* 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.
:: 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.
+
:* 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 fileYou can try to rebuild the NIF file to also produce a "mipmap" file, but that process is beyond the scope of this article.
  
* 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>").
+
<span id="Issue: Pink Screen or textures (VRAM limitation)"></span>
:* Solution-4: See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]].
 
  
<span id="Issue: What's with these ''Solid Green'' billboard signs in the distance (LOD)?"></span>
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=== Issue - Pink Screen or textures ''aka VRAM limitation'' ===
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* 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 packs.  These 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.
  
=== Issue - What is with these ''Solid Green'' billboard signs in the distance ''aka LOD'' ===
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* 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;
* CauseThe underlying problem is how the game handles distant 2D objects generally called "trees" or "billboards".<br>
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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>
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">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>
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:* 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.
  
:: The game engine treats distant 2D "vegetation trees" and "sign billboards" identically beyond the immediate foreground as "level of detail"(LOD) distant "tree" objectsThe 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" optionWhen you run '''xLODGen''' after updating the "load order", it will replace any missing "billboard" LOD textures to this "solid green" color during LOD generationIt also lists these "missing" textures in the xLODGen log file.
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:* Solution 1-2: There are several things you can try, individually or in combination, in order of effectiveness:
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::* 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 RAMSee 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.
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::* Uninstall some HD texture replacement packs.
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::* Run the game at a lower screen resolution.
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::* 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.
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::* Upgrade your video cardHowever, note the limitation in Windows 10 in "Cause-2" above.
  
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::* 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 process.  Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with itOtherwise, educate yourself as it is beyond the scope of this wiki.)
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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 forum.  Note there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.<br>
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* 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 adjustments.  Read their documentation carefully.
:: 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.)
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:* Solution-3: Set
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<pre> [General]
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bLoadFaceGenHeadEGTFiles=1</pre>
  
:* 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.
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<span id="Issue: "ShowRaceMenu" / Changing Character / Uninstalling a "custom race" problems"></span>
  
:* 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;
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=== Issue - '''ShowRaceMenu''' or Changing Character or Uninstalling a ''custom race'' problems ===
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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.
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">Larger values have an impact upon performanceAnd 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.
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* 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: Find the source mod-index of an object in-game"></span>
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:* 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.)
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::* 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 mod.  Anything 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 attempting.  Safest is to go back to a "save game" file from before the mod was installed.
  
=== Issue - Find the source mod-index of an object in-game ===
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:* 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 Implants.  They will still be listed in your Pip-boy, but the effects supposedly won't be active any moreThere are safer, more specialized alternatives to "ShowRaceMenu": such as "SexChange", "ShowPlasticSurgeonMenu", and "ShowBarberMenu".
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".
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::* 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.
* 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".
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::* 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 ImplantsThis can be used to "fix" those deactivated by changing race.
: 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] articleThese distinctions are VERY important to understand.
 
  
:* Solution:
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* Cause-2: Switching custom races causes a CTD in the "RaceMenu".
:# 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>
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:* 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 raceNo need to save; just switching to vanilla first and then to the new race is enough for the menu to avoid the problem.
=== Issue - Fix a ''missing or solid color'' texture problem ===
 
* Cause-1: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
 
:* Solution-1a: This is a multi-part procedure presented in increasing level of difficultyDetails 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.
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<span id="Issue: Skin tone mismatch between head and body"></span>
:# 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.
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=== Issue - Skin tone mismatch between head and body ===
:# Toggle "ArchiveInvalidation" off-and-on again.
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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.
  
:* 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.)
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* Cause: The vanilla game by default assumes only vanilla races for matching skin tones.  Various forms of replacement to either the head or body fall into the general category of "custom races".
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:* 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.
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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>
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:* 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.
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:* Other, less likely suggested solutions if the first two are not sufficient:
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::* Toggle "Archive Invalidation" on and off several times.
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::* Ensure FCO is installed before NVSR3 and the FCO plugins are disabled (per instructions, you only require the FCO assets).
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::* If you haven't already, create a "merged/bashed patch" to resolve any potential record level conflicts.  If you have one, rebuild it.
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::* 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 matchOnce 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.
  
:* 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.
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== Solutions to Miscellaneous problems ==
:# Examine the mod archive package to check if the folder where it got placed is somewhere the engine isn't looking for it.  You can manually drag the folders to the correct locations, or repackage the archive to avoid that problem against the next time you need to install it.
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Issues that don't fit well into other subject categories.
:#; For example: In the case of "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure.  (Not an uncommon mistake by mod authors, so learn from this.)  The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized; with folder names such as "Tex