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I'm not really sure how to explain it, the DLC just somehow unloads for some reason in the middle of a long gameplay session. When I restart the game reload a save game, I get the Missing Content warning, and then I get a pop up saying "Old World Blues has been loaded, your level cap has been increased by 5." and then the quest starts. All my items from OWB are missing as well (Transporter, Proton Axes, etc.)

 

I have no idea what seems to cause this other than possibly either game memory corruption or Purging cell buffers

 

So far the only fix is reloading a save that still has the DLCs loaded, by checking Save Games in FOMM.

 

Any idea or know what causes this? It seems to happen to other DLCs at random, too, such as Honest Hearts.

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Please provide the information requested in the wiki "How to ask for help" article. We definitely need to see a complete "load order".

It's not clear: are you intentionally excluding any of the DLC and they are spontaneously re-activating, or are you saying they are unintentionally getting "deactivated" randomly? In the first instance: there are "<DLC>.nam" files in the "Data" folder, which cause the game to automatically load the DLC if they are present, whether active or not in your "load order"t. If you don't want a particular DLC to be loaded, then you have to rename the appropriate ".nam" file to a different extension the game won't recognize to disable that functionality.

 

If the latter case: What are you using as your "mod manager"? Are you making any changes to your "load order" before this happens?

 

In either case, the "missing content" message is to be expected if any plugin is removed from a session where it had been previously loaded.

 

-Dubious-

Edited by dubiousintent
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Please provide the information requested in the wiki "How to ask for help" article. We definitely need to see a complete "load order".

 

It's not clear: are you intentionally excluding any of the DLC and they are spontaneously re-activating, or are you saying they are unintentionally getting "deactivated" randomly? In the first instance: there are "<DLC>.nam" files in the "Data" folder, which cause the game to automatically load the DLC if they are present, whether active or not in your "load order"t. If you don't want a particular DLC to be loaded, then you have to rename the appropriate ".nam" file to a different extension the game won't recognize to disable that functionality.

 

If the latter case: What are you using as your "mod manager"? Are you making any changes to your "load order" before this happens?

 

In either case, the "missing content" message is to be expected if any plugin is removed from a session where it had been previously loaded.

 

-Dubious-

Hey, thanks for the quick reply.

 

The DLC's are getting unintentionally "deactivated" somehow during gameplay. I don't really know how to explain it any further, it's as if the files vanished during gameplay somehow and when I reload the saved game all my items from the DLC are gone and the starting quest (in this case "Midnight Science Fiction Club" starts up again and I get the level cap increase notification.

 

Here is my load order:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
Advanced Recon Tech.esm
Interior Lighting Overhaul - Core.esm
ELECTRO-CITY - CompletedWorkorders.esm
AWorldOfPain(Preview).esm
ELECTRO-CITY - Highways and Byways.esm
CoitoErgoSum.esm
AWOPDeadMoney.esm
NVWillow.esp
SlaveTown - Episode II.esm
NevadaSkies.esm
Voyager.esm
JokerineStripMall.esm
EnclaveCommanderNV.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
FNVToolkit.esm
Interior Lighting Overhaul - L38PS.esm
MikotoBeauty.esm
Project Nevada - Rebalance.esp
SomeguySeries.esm
STUN.esm
XRE - CARS!.esm
WMVM.esm
Better Game Performance.esp
Vurts WFO.esp
Ultimate Invisible Wall Remover.esp
.50BMG.esp
XRE - CARS!.esp
61Flavors.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
Animated Sleeping.esp
Improved Sound FX.esp
EVE FNV - ALL DLC.esp
Harvest-able Cave Fungus.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
WMX-EVE-AllDLCMerged.esp
AWOP-WMX-EVE AllDLCMerged.esp
ClearWindows.esp
DLCCompanions_1_3.esp
AWOPDeadMoneyVendorPatch.esp
Companion Sandbox Mode3.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
TheInheritance.esp
NewVegasBountiesIII.esp
Brotherhood and House Alliance.esp
CasinoHeists.esp
Near Death.esp
HAS Heavy Assault Shotgun.esp
SilverRushReOccupied.esp
XRE - CARS!Predator.esp
LFox Bottle That Water.esp
Realistic Portable Tent.esp
bertivird.esp
BoostedSkills.esp
BreadMod.esp
Burning CampFire.esp
CAGE 1.9.3.2.esp
CASM with MCM.esp
Completely Weightless Powder.esp
S.T.A.L.K.E.R.ClearSkyRadioPack.esp
CowboyRepeaterFix.esp
Craftable Flash Bang.esp
dD - Enhanced Blood Main NV.esp
dressup.esp
DynamicMonocyteLimbRegen.esp
ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp
Faster Terminals.esp
GASOLINE.esp
Glow Sticks.esp
Grave_Digger_v021.esp
ILO - NVWillow.esp
ILO - PipBoy Light.esp
ImmersivePickupSoundsFNV.esp
Improved Sound FX - Project Nevada.esp
Improved Sound FX - WMX - Merged Major DLCs.esp
Kosaku.esp
L38NoBGM.esp
Level100PerkPerLevel.esp
MikotoBeauty.esp
MiscItemIconsNV.esp
MoreShells.esp
Music Pack for Radio New Vegas.esp
NevadaSkies - Brighter Nights.esp
OldWorldBlues - Improved Transportalponder.esp
Omegared99 - Enb Transparency Fix.esp
Project Nevada - Rebalance Uncapped Max Level.esp
Project Nevada CSA.esp
Ragdolls.esp
RPM - Remove Pre-order Messages.esp
Runningnude.esp
Slave In Pose NV Edition.esp
SlaveTown - Episode II - Assets.esp
Soft PA Footsteps.esp
TFH Better Authority Glasses.esp
The Mod Configuration Menu.esp
WMX-ModernWeapons.esp
WMX-POPMerged.esp
LootMenu.esp
STUN.esp
STUNp - No Animations Fix.esp
XRE - CARS! Dodge Challenger.esp
UnlimitedCompanions.esp
Totally Amber Pipboy Light.esp
Voyager - Ultimate Edition.esp
WET.esp
BushSounds.esp
Zan_AutoPurge_SmartAgro_NV.esp
ThrowableFixes.esp
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - A World of Pain.esp
FNVLODGen.esp
NevadaSkies - Ultimate DLC Edition.esp

Total active plugins: 125
Total plugins: 156

I'm using Fallout Mod Manager - Fork 0.13.21

with this I can see Save Games and the Plugins they load, that's why after I made my first save, I can find out 10 minutes later that Old World Blues is becoming unloaded.

 

The only changes I made to my load order are installing Coito Ergo Sum mod and playing through about 1 hour of it so far. Other than that I have cleaned up and deleted some small minor mods I have no longer used

 

Thanks

Edited by 54yeggan
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Spontaneously deactivating during play? That's a new one. Sounds like something due to "too many plugins", but your active count is reasonable.

 

You have over 30 apparently "inactive" plugins recognized. Move them out of the "Data" folder. The game attempts to load them to check "whatever", and this has been shown to cause problems. Then realize that the "140 active plugins cap" is just a guideline. It actually varies by system, and the first you know you have hit the limit is when you add "just one more plugin" (even an update for an existing mod) and things go wonky. You ought to be safe with 125, but if clearing out the inactive plugins isn't enough, try reducing by five and see what happens. Once you get below the point where things go wrong, try adding and testing one more mod at a time (prioritize first), until you hit the problem again. That (minus 1) is your personal limit.

 

Be advised that removing ANY mod that has been included in a "save game" file has the risk of corrupting things after that point. The only reasonably safe way is to go back to a save before you introduced that mod and resume from there. Otherwise start over.

 

You also need to use a "merge/bash patch" file. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

 

-Dubious-

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Spontaneously deactivating during play? That's a new one. Sounds like something due to "too many plugins", but your active count is reasonable.

 

You have over 30 apparently "inactive" plugins recognized. Move them out of the "Data" folder. The game attempts to load them to check "whatever", and this has been shown to cause problems. Then realize that the "140 active plugins cap" is just a guideline. It actually varies by system, and the first you know you have hit the limit is when you add "just one more plugin" (even an update for an existing mod) and things go wonky. You ought to be safe with 125, but if clearing out the inactive plugins isn't enough, try reducing by five and see what happens. Once you get below the point where things go wrong, try adding and testing one more mod at a time (prioritize first), until you hit the problem again. That (minus 1) is your personal limit.

 

Be advised that removing ANY mod that has been included in a "save game" file has the risk of corrupting things after that point. The only reasonably safe way is to go back to a save before you introduced that mod and resume from there. Otherwise start over.

 

You also need to use a "merge/bash patch" file. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

 

 

-Dubious-

Thank you so much! This has helped me greatly. Turned out it was a lot of unused plugins causing bugs apparently. Deleted some unused mods as well and that fixed it. I still get the occasional random crash, but so far no more DLCS or mods being unloaded 10-20 minutes into gameplay!!

 

Edit: To verify, by random occasional crash I'm referring to the known Fallout 3 where sometimes entering / leaving interior/exterior cells causes the game to black screen / freeze / crash or saving the game causes the game to crash / freeze.

Edited by 54yeggan
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