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Can someone tell me why sounds keep repeating while looting/after battle?


MyNameBeJeff

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Here are my mods

FalloutNV.esm
HonestHearts.esm
DeadMoney.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
FreesideOpen.esm
Run the Lucky 38.esm
Factions Reloaded - Merge.esm
AWorldOfPain(Preview).esm
AWOPDeadMoney.esm
SolidProject.esm
Momod.esm
UWHNV-Core.esm
EnclaveCommanderNV.esm
Freeside Open - AWOP.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Military NV Backpacks.esm
Project Nevada - Extra Options.esm
GRARG.esm
DesertersFortress.esm
More Perks.esm
More Perks for Companions.esm
AWOP-MoMod.esp
B42Bash.esp
Military NV Backpacks - Weapons.esp
Military NV Backpacks - BumBagUseSlot1.esp
Military NV Backpacks - No Straps.esp
Military NV Backpacks - Vendor Script Replenish.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
Project Nevada - Cyberware Additions.esp
The Mod Configuration Menu.esp
StartNewGameAlmostPerfectNoOWB.esp
StartNewGameAlmostPerfectOWB.esp
pipboyx6.esp
Better Pickup Prompt.esp
Far.esp
Legion Quests Expanded.esp
New Vegas Landscape Overhaul.esp
The Lucky 38 Empire.esp
Project13 - Populated Wasteland.esp
FreesideOpenPatch.esp
001 Project Weaponry.esp
Grab Everything.esp
AccidentalLaunch.esp
ScorchedSierra87thTribehelmetsDisguise.esp
ScorchedSierra87thTribehelmets.esp
SpyPerk.esp
NV_STTraitsandPerks - NVSE.esp
Elite Perks.esp
Cap Removed DR DT RR.esp
Cap Removed DR DT.esp
Cap Removed DR RR.esp
Cap Removed DR.esp
Cap Removed DT RR.esp
Cap Removed DT.esp
Cap Removed RR.esp
hz_Automatic Weapons Fix.esp
Momodlorefriendly.esp
More Perks Update.esp
EssentialPlayer.esp
Passive Startup Messages.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9da - Enemies - NPC Healing - low.esp
XFO - 9db - Enemies - NPC Healing - med.esp
XFO - 9dc - Enemies - NPC Healing - high.esp
Honest Hearts Weight Check.esp
Caesar Brotherhood.esp
Glove_be_gone.esp
The Torn City.esp
BennyReturns.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
populatedcasino-medium.esp
realwepsplus.esp
CNR_Beta.esp
AK_AR15WP.esp
ADAM - Trooper Gloves.esp
MoMod-Aliens.esp
The Weapon Mod Menu.esp
CombatEnhancer.esp
Dead Money - No Collar Explosion and No Poison Cloud.esp
No Weapon Remove Dead Money.esp
NPCs Can Miss.esp
RX-Auto Incremental Save.esp
JustLootMenu.esp
More Perks for Companions Update.esp
1nivVSLArmors.esp
GRA - The Right to Bear Arms.esp
Stormtroopers Early Release - Armors.esp
Cheat Weapons.esp
City_of_Adventurers_Redux_v1.1.esp
New Vegas Open.esp
ZK13 - Return of the Eyebots.esp
CCO - Ulysses Companion.esp
uylssesbarksfix.esp
VulpesCompanion.esp
No Witnesses.esp
ADAM Complete.esp
ADAM - MERGE.esp
AWOPDeadMoneyVendorPatch.esp
ADAM - MAIN.esp
ADAM - NCR Patrol Armor.esp
Ghost [MW19].esp
B92FS.esp
FO3WeaponsRestoration.esp
ADAM - Nemesis Armor Pack.esp
Cheese Companion.esp
More Gore Giblits.esp
Aegis Oil - Oil Rig - Director's Cut.esp
CoomCave.esp
Essentialcompanions.esp
BooneExRangerAM.esp
hunter.esp
Thetentofdoom.esp
Bos Expansion.esp
UnlimitedCompanions.esp
Hedszot's Weapon Pack.esp
ADAM - Rangers on Patrol.esp
AWOP-WMX.esp
Armory_of_Xzax.esp
Lonesome Road Companion Passage.esp
WMX-POPMerged.esp
Donta1979 MK117 Prototype Armor.esp
comically large spoon.esp
MightyDungeonsTrilogy.esp
ScottmackWeaponPack.esp
Tac Vest Addon_NV.esp
CAGE 1.9.3.2.esp
ADAM - Outcast Ranger Armor.esp
LRunlocker.esp
AAACanonCourierArmor.esp
MonsterModLorefriendlyDLC.esp
Heckler and Koch - UMP45 Submachine Gun.esp
Disable_CamShake.esp
UnlimitedTraits.esp
Asurah_reanimation.esp
CaesarOutfitNoDTChange.esp
SuperShotgun'.esp
JustVanillaSprint.esp
Increasedcarryweight.esp
Total active plugins: 149
Total plugins: 162
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You have "mod conflicts" which can produce various unexpected issues. First clean those up. (More on this below.)

 

* Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so.

* Move any "inactive/disabled" plugins out of the game "Data" folder. They count against the "plugin cap"(see Smaller 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.

* 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.

 

For example: you should only have one of:

* StartNewGameAlmostPerfectNoOWB.esp
* StartNewGameAlmostPerfectOWB.esp
and since you have "Old World Blues (OWB)" installed, you don't want the first "NoOWB" one. There are other instances of the same issue.

* "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. (This also applies to "fix" files.) 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. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

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 are treated as "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.

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway.

In the meantime, please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.

If the problem persists, then work through either the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

I recommend anyone 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 play a modded FNV or it's been more than a year since you last did so. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned". It is NOT a list of various mods to install that happen to work on the author's machine. It addresses fundamentals underlying how to get the basic game and mods to work together.

-Dubious-

Edited by dubiousintent
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