Fallout: New Vegas

Fallout: New Vegas

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Laser weapons producing no ash piles?
I've hit a very strange bug in my TTW playthrough where when I disintegrate an enemy with a laser weapon, they don't leave an ash pile and I can only loot the body while it's in the disintegrate animation. Anyone else ever seen this?
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information inquiry

- what part of TTW ( mojave or capital wasteland )
- what energy weapon ( default weapons or custom added weapons ? )
- any mods that influence energy mechanics ? ( EVE or equivalents )
--- subquestion if so is the mod designed for fo3, new vegas or specifically TTW converted ?

that's gonna be an absolute minimum for people to start thinking :)
Last edited by Baby_Cookie[WOLF]; May 25 @ 2:24am
> Both.
> Both.
> Only adding new ones.
I only install TTW-compatible mods from the NV Nexus.
i'm asking mostly bc of EVE ( even if you don't have it it's a good example to go by )

EVE for one has altered custom ash piles as well as the conditions in which ash piles or other things are applied, this is all done from within one single ESP file and without scripting ( basically changing effects, spells and deleting refferences can get you to do a lot of things )

textures, textures and fnvedit / geck.

just bc somethign was ttw compatible doensn't in essence negate any deeper influence. Anything custom can do anything beyond the games defaults after all.

it's probably unlikely but if custom things are in, then it is possible one of them is messing with the conditions for ashpiles to show up
( if EVE can do it, it means everyone can do it trough the exact same means after all )

since some things were added the first step would be to check on those things what exactly they do ( scripts and esp internals )
again this isn't a guarantee to be one of those, but we have to start somewhere :p

i guess listing yoru loadorder would help in hopes that someone is familiar with any specific thing on it.
Last edited by Baby_Cookie[WOLF]; May 30 @ 8:23am
as for the default troubleshooting according to the internet

- mod conflict ( like i say, anything could have altered conditions in any way )
- savedata malfunction ( let's hope it's not that one, bc you can't fix that )
- potentially outdated NVSE or other scriptlibraries ( JIP LN etc )( in case one does try to run a script and hasn't the correct functions to do so )
Last edited by Baby_Cookie[WOLF]; May 30 @ 8:20am
No, uh, the issue fixed itself. All good now.
all the better then :p
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