FoxRansom Posted February 23, 2015 Share Posted February 23, 2015 So I'm having problems with my load order. I'm trying to run FOOK and Project Nevada. And I've followed all the steps in the FOOK - PN Convergence page.But when I start up the game it instant crashes. With the current load order I got now. It works. But I would like to be able to use FOOK, PN, WMX, WME, AWOP and FCO.If anyone has any tips. They would be appreciated. Thanks. [X] FalloutNV.esm[X] TribalPack.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] CaravanPack.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] FOOK - New Vegas DLCs.esm[X] FOOK - New Vegas.esm[X] AWorldOfPain(Preview).esm[ ] Project Nevada - Core.esm[ ] Project Nevada - Equipment.esm[ ] Project Nevada - Extra Options.esm[X] Weapon Mod Expansion.esm[X] WME - GRA.esm[X] WME - DLCs.esm[X] DFB - Random Encounters.esm[X] SomeguySeries.esm[ ] FCOMaster.esm[X] More Perks.esm[X] NVWillow.esp[ ] Project Nevada - Rebalance.esp[ ] Project Nevada - Cyberware.esp[X] SelectFire.esm[X] The Mod Configuration Menu.esp[X] The Weapon Mod Menu.esp[X] FOOK - New Vegas.esp[X] FOOK - New Vegas DLCs.esp[ ] Project Nevada - Cyberware Additions.esp[ ] Project Nevada - Rebalance Complete.esp[ ] Project Nevada - All DLC.esp[ ] Project Nevada - Dead Money.esp[ ] Project Nevada - Honest Hearts.esp[ ] Project Nevada - Old World Blues.esp[ ] Project Nevada - Lonesome Road.esp[ ] Project Nevada - Gun Runners' Arsenal.esp[ ] Project Nevada - EVE All DLC.esp[ ] FOOK-PN Convergence.esp[X] WeaponModsExpanded.esp[ ] Project Nevada - WME.esp[ ] Project Nevada - WMX.esp[X] WMX-ModernWeapons.esp[X] Weapon Mod Expansion.esp[X] WME - DLCs.esp[X] WME - DLCs Arenovalis.esp[X] WME - GRA - Arenovalis.esp[X] WME - GRA - All Weapons.esp[X] WME - GRA - Just Guns.esp[X] WME - GRA - Complete.esp[X] WME - GRA - Vendor Reform.esp[X] WME - GRA - Unique Integration.esp[X] WME - GRA - Weapon Integration.esp[X] EVE FNV - ALL DLC.esp[ ] FOOK-PN-WME-WMX-EVE Convergence.esp[ ] FOOK-PN-AWOP Weapon Convergence.esp[X] More Realistic Aiming.esp[X] FPSWeaponWheel.esp[X] DynamiCamera.esp[X] FlashlightNVSE.esp[X] NewVegasBounties.esp[X] NewVegasBountiesII.esp[ ] FCO - GlowingOne.esp[ ] FCO - FOOK-PN Convergence.esp[ ] FCO - Playable Races + Roberts Patch.esp[ ] FCO - OnHolyServiceBound NPC's.esp[ ] FCO - Willow.esp[ ] FCO - Mikoto Patch.esp[ ] FCO - Delilah.esp[ ] FCO - Niner.esp[ ] FCO - Project Brazil.esp[ ] FCO - Willow (Cazy).esp[X] More Perks Update.esp[X] Alternative Start.esp[X] bzArmour.esp[X] NCR Rearmament v1.5.esp[X] Purposeful Walking.esp[X] pipboy2500_edisleado.esp[X] HDTshop.esp[X] Wasteland Defense.esp[X] JIP Companions Command & Control.esp[X] Exciters MP5 Pack.esp Link to comment Share on other sites More sharing options...
FoxRansom Posted February 23, 2015 Author Share Posted February 23, 2015 It also works when I deactive FOOK, and activate PN. But when I try to run them both together. It crashes. I'm fine with having PN, over FOOK. But it would be nice to run them together. Link to comment Share on other sites More sharing options...
KimberJ Posted February 23, 2015 Share Posted February 23, 2015 Well you don't want deactivated mods in the load order. You'll need to start a new game until you got a working stable load order. You can test it over an over as you build by playing while mods download. Get 100 an playtest, 50 more playtest again, an 50 more only to playtest. That's just getting 200, there's plenty of players that continue going above 350 via merging. That being said the best way I found to build a load order is to download it an install it in order. That way the load order is built automatically. Also read the mod descriptions an take notes or you'll forget. The way I prefer is to use tons of small mods dedicated to one area, rather than overhauls, cause it's hand picked. Overhauls change everything, hence why they conflict so much, but none of the players would really agree with one person or teams opinion of what these games should be. Whereas a player using smaller mods hand picked each mod an created their own game. I'd say to load FOOK first an let everything else override it. But you could do it the other way an load FOOK last an let it override everything. Typically we load the stuff that doesn't matter or we want to be overridden or don't care about first, then other mods that were more important. Also because of the major problems with the FOOK project dating back to aprox 6 years ago when the original FOOK was ditched an FOOK remade, the project has been problematic an unfinished. Then FOOK an other overhauls are not required anymore, it was patched out during the FO3 era, a time when the number of mods loaded was very limited. A play thru can last hundreds of hours, so it's worth investing time making a good build, testing it, an making backups. Link to comment Share on other sites More sharing options...
FoxRansom Posted February 24, 2015 Author Share Posted February 24, 2015 Well you don't want deactivated mods in the load order. You'll need to start a new game until you got a working stable load order. You can test it over an over as you build by playing while mods download. Get 100 an playtest, 50 more playtest again, an 50 more only to playtest. That's just getting 200, there's plenty of players that continue going above 350 via merging. That being said the best way I found to build a load order is to download it an install it in order. That way the load order is built automatically. Also read the mod descriptions an take notes or you'll forget. The way I prefer is to use tons of small mods dedicated to one area, rather than overhauls, cause it's hand picked. Overhauls change everything, hence why they conflict so much, but none of the players would really agree with one person or teams opinion of what these games should be. Whereas a player using smaller mods hand picked each mod an created their own game. I'd say to load FOOK first an let everything else override it. But you could do it the other way an load FOOK last an let it override everything. Typically we load the stuff that doesn't matter or we want to be overridden or don't care about first, then other mods that were more important. Also because of the major problems with the FOOK project dating back to aprox 6 years ago when the original FOOK was ditched an FOOK remade, the project has been problematic an unfinished. Then FOOK an other overhauls are not required anymore, it was patched out during the FO3 era, a time when the number of mods loaded was very limited. A play thru can last hundreds of hours, so it's worth investing time making a good build, testing it, an making backups.Thanks. But I removed FOOK completely from my Load Order, cause I like Project Nevada more. Also, is there a max possible mods that the game can handle? I use NVSE, 4GB New Vegas, and NVAC.But I'm curious as to whats the breaking point. Link to comment Share on other sites More sharing options...
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