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Need some Help for FNV FOMM Load Order


RobinLuna

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I really need some help with that. I wanted to use all my FNV mods with FOMM, but I have some trouble with the loading order. I don't know how to sort them to get no problems. Everytime I thought I sorted them right, it says "Missing Masters". Could someone help me please?
This is are the mods

FalloutNV.esm
TribalPack.esm
MercenaryPack.esm
ClassicPack.esm
CaravanPack.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
YUP - Base Game + All DLC.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
NVStripOpen.esm
NevadaSkies.esm
YUP - NPC Fixes (Base Game + All DLC).esp
Mission Mojave - Ultimate Edition.esp
populatedcasino.esp
Lucky 38 Lights.esp
FasterAccessToLucky38.esp
Lucky 38 Reloading and Cooking.esp
Distributed Necklaces and Chains.esp
Interior Lighting Overhaul - Ultimate Edition.esp
FNV Realistic Wasteland Lighting - All DLC.esp
Zan_AutoPurge_SmartAgro_NV.esp
GRA-WRP-Patch-Two_Unofficial.esp
ZoomAssistH.esp
Vurt's WFO.esp
EVE FNV - ALL DLC.esp
Book of Steel.esp
NevadaSkies - Ultimate DLC Edition.esp
Sprint Mod.esp
Pipboy Fix.esp
SaveKey.esp
dD - Enhanced Blood Main NV.esp
WeaponModsExpanded.esp
BennyReturns.esp
ILO - PipBoy Light.esp
Omegared99 - Enb Transparency Fix.esp
Cheaper Repair Vendors 50%.esp
HZSmoothLight.esp
Weapon Retexture Project.esp
ILO - YUP Patch.esp
ILO - GS Shack.esp
StripOpenMain.esp
FalloutNV_lang.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
FOVSlider.esp
Wearable SS Deputy Badge.esp
NevadaSkies - Basic Edition.esp
NevadaSkies - TTW Edition.esp
MiscItemIconsNV.esp
IMPACT.esp
CCO - Ulysses Companion.esp
CCO - Ulysses Companion - Free Follower.esp
CCO - FT Ulysses Patch.esp
CCO - Ulysses Companion - All DLCs Patch.esp

Edited by RobinLuna
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Indeed, start with LOOT.

 

Please see the 'Vanilla "Load Order"' entry in the 'First Timer Advice' section; and the 'Common Game Problems' section, of the wiki "FNV General Mod Use Advice" article.

In particular:

 

* Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch". Please see the wiki "Bashed Patch file with Marked Mergeables" article.

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well.

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).

Please see the wiki "Missing Masters" article.

 

I recommend you read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to mod FNV or it's been more than a year since you last did so.

-Dubious-

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Missing Masters isn't a load order problem. If a mod depends on a particular master file (esm) it will load that esm as it finds that it needs it, regardless of how you set your load order. Because of this, sometimes the load order that you put in FOMM (or other mod managers) isn't what you actually get when you play the game.

 

If you are getting a Missing Masters error, that means that one (or more) of the mods you have configured to load is actually missing one of its masters files (esm files). Check the game's log files in your Fallout game folder. They'll tell you which mod is missing the master file.

 

Take a good look at the Missing Masters article that Dubious linked to first. Once you get that issue fixed, then you can work on properly sorting your mod list.

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