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FNVEdit is drunk and belligerently ignoring my load order!


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Check this out, here's a snippet of my load order:

http://puu.sh/hJgOW/fc516a7f6d.png

That's after running LOOT, no errors, no problems. My routine is always:

Run NMM, ensure all plugins necessary are enabled
Run LOOT, scan details for any errors & whatnot
Run FNVEdit, uncheck mods as per LOOT (Only Wasteland Flora Overhaul and Vault 22 Flora Overhaul)
Apply filter for cleaning, Remove identical to Masters
Leave all mods checked when prompted after closing FNVEdit
Run via launcher in NMM

So I start FNVEdit up, here's that same section:

http://puu.sh/hJgSc/bd16cccb1b.png

And a bunch of stuff's out of order! Running FNVEdit of course gives me an error since PNV's Equipment is trying to load before the Core.

What gives? Is FNVEdit looking at some different, nonexistent load order? Is it because I'm using over 139 plugins? I've never seen anything like this before. Does it have something to do with me using the default Launcher (still through NMM) to launch the game, which also means I'm using the "Fallout_Default.ini" in my data folder to make any INI changes? Does the INI even have anything to do with my load order?

Help! Not sure what the problem is here, tried with both stable and beta versions of LOOT, same issue. I donut overstand.
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I would definitely agree with M48A5. You should be launching thru NVSE. Also with so many mods you should consider using FNV4GB (found on Nexus). But I'm not sure that is what is causing this problem. After running loot the load order is correct? Or is the load order being changed by loot. Hard to believe that FNVEdit would change the load order. Loot is ok but always best to set your load order manually if at all possible.

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Could it be that Project Nevada requires New Vegas Script Extender to work. This would also require that the game be launched through NVSE and not the default launcher.

Well yeah, it does, but NVSE runs when I use the default launcher anyway. I'll try using NVSE to launch the game, but I'm not even able to get to that point. FNVEdit seems to be the issue.

 

I would definitely agree with M48A5. You should be launching thru NVSE. Also with so many mods you should consider using FNV4GB (found on Nexus). But I'm not sure that is what is causing this problem. After running loot the load order is correct? Or is the load order being changed by loot. Hard to believe that FNVEdit would change the load order. Loot is ok but always best to set your load order manually if at all possible.

I do have it installed, I'll launch that way from now on. It uses NVSE to launch too, right?

 

This is beyond the issue at hand though, which is that FNVEdit is not respecting the changes that I make to my load order via NMM, or changes that LOOT makes. It's like it's getting its load order information elsewhere, which is very strange.

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Launching the game without my routine gives me a message about missing a master; An issue I would solve by finding that conflict with FNVEdit...which I can't, because the load order it's using is f*#@y. Here's my load order, if it'll help:

GameMode=FalloutNV


FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
YUP - Base Game + All DLC.esm=1
MeleeHotkey.esm=1
NVInteriors_Core.esm=1
oHUD.esm=1
Interior Lighting Overhaul - Core.esm=1
FreesideOpen.esm=1
New Vegas Redesigned 3.esm=1
ELECTRO-CITY - CompletedWorkorders.esm=1
NVInteriors_ComboEdition.esm=1
FCOMaster.esm=1
Gomorrah Redesigned.esp=1
rePopulated Wasteland.esm=1
Lucky38Suite_Reloaded.esm=1
Interior Lighting Overhaul - L38PS.esm=1
NVR-Strip.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
DFB - Random Encounters.esm=1
ELECTRO-CITY - Highways and Byways.esm=1
LDFemalePowerArmorPack.esm=1
LDFemalePowerArmorLR.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
Project Nevada - Extra Options.esm=1
NevadaSkies.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
NevadaSkies - Darker Nights.esp=1
ADAM - HH.esp=1
Performance Of The Gods.esp=1
DYNAVISION 3.esp=1
Radar.esp=1
Advanced Recon Range Finder.esp=1
Followers Ready To Fight - Unlimited Companions.esp=1
ELECTRO-CITY - Imaginator.esp=1
SignatureArmor.esp=1
Better Game Performance.esp=1
The Mod Configuration Menu.esp=1
EnhancedGrass.esp=1
BoostedSkills.esp=1
NVCE DLC02.esp=1
DriveableMotorCycle.esp=1
Boacombat2glove.esp=1
Animated Chems.esp=1
EpF-BetterPerkDescriptions.esp=1
ClassicFalloutMessages.esp=1
DarNifiedUINV.esp=1
NVCE DLC01.esp=1
CASM.esp=1
FP gun follows crosshairs.esp=1
EVE FNV - ALL DLC.esp=1
Distant Gunfire Sound Fix.esp=1
AG Weapon Reload SFX.esp=1
Faster Terminals.esp=1
FasterDialogZoom.esp=1
FCO - GlowingOne.esp=1
Fellout-OWB.esp=1
FNV-PC idles.esp=1
FOVSlider.esp=1
FPSWeaponWheel.esp=1
Stimpak Counter.esp=1
ftpcam.esp=1
JIP Companions Command & Control.esp=1
HZSmoothLight.esp=1
FlashlightNVSE.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
ADAM - Nemesis Armours.esp=1
NVR-Version_10.esp=1
ADAM - MAIN.esp=1
Vurt's WFO.esp=1
Fellout.esp=1
ILO - Nevada Skies Patch.esp=1
Project Nevada - Cyberware Additions.esp=1
Level100PerkPerLevel.esp=1
Zan_AutoPurge_SmartAgro_NV.esp=1
The Weapon Mod Menu.esp=1
NoBlurMenus2.esp=1
NVCE DLC04.esp=1
Ultimate Invisible Wall Remover.esp=1
ILO - NVInteriors Project.esp=1
ImprovedGeckoLeatherArmor.esp=1
New Vegas Redesigned 3.esp=1
Cass alternate version.esp=1
NVCE DLC03.esp=1
NVCE Main.esp=1
Project13 - Populated Wasteland.esp=1
FreesideOpenPatch.esp=1
vault22FloralOverhaul.esp=1
NVCE Main - Companions.esp=1
NVR-NPCs.esp=1
Permanent_Weapon_Shells_Light.esp=1
Project Nevada - Rebalance Complete.esp=1
Quicker PipBoy Light-0_2Sec.esp=1
Project Nevada - Rebalance Uncapped Max Level.esp=1
Quick Trade.esp=1
ShilohDS-Color Maps and Icons.esp=1
SignatureWeapons.esp=1
tkEyelashesFNV.esp=1
tkEyelashesFNV_FemalesOnly.esp=1
Roberts_NewVegas.esp=1
FCO - Roberts Patch.esp=1
Better Burned Man.esp=1
DK Caucasians.esp=1
nu_women_of_the_wasteland.esp=1
WeaponModsExpanded.esp=1
CNR_Beta.esp=1
GunRunnersExpanded-LoreFriendly1.1.esp=1
GunRunnersExpandedV4.1.esp=1
DLCCompanionsStaticEDE_1_3.esp=1
ILO - GS Shack.esp=1
DLCCompanions_1_3.esp=1
1nivVSLArmors.esp=1
CCSP.esp=1
Alternative Start.esp=1
SunnyCompanion.esp=1
WastelandCourier.esp=1
IMPACT.esp=1
2HandedSmgs.esp=1
CRL9K_ThisMachineSound.esp=1
dD - Enhanced Blood Main NV.esp=1
ProjectRealityMkIv5HDR.esp=1
housemod.esp=1
Brotherhood and House Alliance.esp=1
Delay DLC - DM + HH + OWB + LR + GRA.esp=1
NVR_rePopulated Wasteland_Patch.esp=1
NewStripMapMarkers.esp=1
FSOmusic.esp=1
NCRTrooperOverhaul.esp=1
boa ncrpahelmet.esp=1
ADAM - Trooper Gloves.esp=1
NVR-ELECTRO-CTIY_Patch.esp=1
ADAM - Rangers on Patrol.esp=1
More Ghouls V2.esp=1
FNV NPCs Travel.esp=1
SaveCass.esp=1
Mojave Scout Outfits.esp=1
Crashed Vertibird Interior.esp=1
ADAM - Outcast Ranger Armour.esp=1
ADAM - Project Nevada Patch.esp=1
zmod_add_misc_RadioGaga.esp=1
CONELRAD 640-1240.esp=1
Radio Free Wasteland.esp=1
Distributed Necklaces and Chains Neck Seam Concealer.esp=1
NVT3Tattered Suits.esp=1
Neckchains.esp=1
Type3 Leather Armors.esp=1
ILO - Project Reality Patch.esp=1
TheLozza's_Gasmasks_V2.esp=1
ADAM - NCR Patrol Armour.esp=1
LexFONVclothingI.esp=1
WMX-DLCMerged.esp=1
CCSP DM.esp=1
CCSP GRA.esp=1
CCSP LR.esp=1
Destruction.esp=1
MiscItemIconsNV.esp=1
CCSP HH.esp=1
Project Nevada - All DLC.esp=1
ADAM - LR.esp=1
WMX-EVE-AllDLCMerged.esp=1
EVE FNV-[GRA Patch for EVE 1.3].esp=1
Realistic Equip Sounds.esp=1
DLC Weapon Integration - WMX.esp=1
WMX-ArenovalisTextures.esp=1
WMX-POPMerged.esp=1
CCSP CS.esp=1
FNV Realistic Wasteland Lighting - Full.esp=1
NevadaSkies - Ultimate DLC Edition.esp=1
NevadaSkies - Basic Edition.esp=1

And here's the load order according to FNVEdit:

http://puu.sh/hJUQx/34bad6b403.pnghttp://puu.sh/hJURq/bf1795186d.pnghttp://puu.sh/hJURK/6c32eb4826.png

I don't expect people to sort through ALL my mods, but just a glance shows that something's not right, they're totally different. What gives?
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You don't need FNVEdit to find a missing master. Open you mod manager and highlight (left click) the mod.

 

Since you are using NMM, the file name and required masters will be displayed in the right view panel. If you have all the master files installed and active, then it is a load order problem. Or you are trying to run too many files.

 

Most likely, you have way too many files in your load order.

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