Deleted4642145User Posted June 3, 2016 Share Posted June 3, 2016 Everytime I want to open my PipBoy, there's like a random chance of my laptop freezing as soon as the PipBoy interface is going to appear. Resulting in the screen freezing while the pipboy is still blank. So I'm guessing my game has problems loading the PipBoy UI. The only way out is force closing FalloutNV.exe via Task Manager and reloading latest save. Needless to say, this is very frustrating. Here's my load order, sorted with LOOT: 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm 10 a YUP - Base Game + All DLC.esm 11 b FreesideOpen.esm 12 c FCOMaster.esm 13 d AWorldOfPain(Preview).esm 14 e NVStripOpen.esm 15 f AWOPDeadMoney.esm 16 10 SomeguySeries.esm 17 11 oHUD.esm 18 12 WMR.esm 19 13 Companion Core.esm 20 14 RobCo Certified.esm 21 15 Project Nevada - Core.esm 22 16 Project Nevada - Equipment.esm 23 17 Project Nevada - Cyberware.esp 24 18 YUP - NPC Fixes (Base Game + All DLC).esp 25 19 Reload Sounds.esp 26 1a IronSightsFoley.esp 27 1b SneakFoley.esp 28 1c 3rdPersonCameraFIX.esp 29 1d Better Game Performance.esp 30 1e Performance Of The Gods.esp 31 1f FCO - NPC Changes.esp 32 20 StripOpenMerged.esp* 33 21 NVR-Minimum.esp 34 22 outsidebets.esp 35 23 FreesideOpenPatch.esp 36 24 Factions Reloaded Legion.esp 37 25 betsybrahminFSO.esp 38 26 WeaponModsExpanded.esp 39 27 WMX-DLCMerged.esp 40 28 AWOP-WMX.esp 41 29 TheInheritance.esp 42 2a AWOPDeadMoneyVendorPatch.esp 43 2b merchantammo.esp 44 2c merchantammoGRA.esp 45 2d Armor Replacer Child NPC Fix.esp 46 2e DarNifiedUINV.esp 47 2f dD - Enhanced Blood Main NV.esp 48 30 F4Quickloot.esp 49 31 Faster Terminals.esp 50 32 Roberts_NewVegas.esp 51 33 Improved Sound FX - Project Nevada.esp 52 34 Improved Sound FX - WMX - Merged Major DLCs.esp 53 35 Improved Sound FX.esp 54 36 Project Nevada - Dead Money.esp 55 37 Project Nevada - Gun Runners' Arsenal.esp 56 38 Project Nevada - Honest Hearts.esp 57 39 Project Nevada - Lonesome Road.esp 58 3a Project Nevada - Old World Blues.esp 59 3b Project Nevada - WMX.esp 60 3c WMX-POPMerged.esp 61 3d populatedcasino-light.esp 62 3e StripOpenMain.esp 63 3f uylssesbarksfix.esp 64 40 NewVegasBounties.esp 65 41 IncreasedLegion1_1.esp 66 42 JIP Improved Recipe Menu.esp 67 43 Caesar Brotherhood.esp 68 44 MoreMerchantCaps.esp 69 45 NCR Rearmament v1.5 (Lore).esp 70 46 AWOPFSOPatch.esp 71 47 athornysituation.esp 72 48 awilderwasteland.esp 73 49 FSOmusic.esp 74 4a RaestlozPCIdles.esp 75 4b QuickHacking-NV.esp 76 4c QuickHacking-NV-FullXP.esp 77 4d NCR Ranger Helmet Neck Cover.esp 78 4e WMR_DeadMoney_S.esp 79 4f WMR_GunRunnersArsenal_S.esp 80 50 WMR_HonestHearts_S.esp 81 51 WMR_LonesomeRoad_S.esp 82 52 WMR_OldWorldBlues_S.esp 83 53 WMR_Vanilla_S.esp 84 54 Reload Speed Game Start Fix.esp 85 55 RobCo Certified Friendly Hit Fixer.esp 86 56 1nivVSLArmors.esp 87 57 1nivPNSLPatch.esp 88 58 Freeside Open Patch.esp 89 59 The Mod Configuration Menu.esp 90 5a The Weapon Mod Menu.esp 91 5b Zombie Serenade.esp 92 5c christinecos.esp 93 5d YUP - Hunting Rifle texture patch.esp 94 5e Zan_AutoPurge_SmartAgro_NV.esp 95 5f FCO - GlowingOne.esp 96 60 FCO - OHSB NPC Edits.esp 97 61 FCO - Roberts Patch.esp 98 62 CASM with MCM.esp 99 63 FNV Realistic Wasteland Lighting - Full.esp *regarding StripOpenMerged.esp (priority 32 in my load order), I tried to merge NVR-Minimum.esp and StripOpenMain.esp with FNVEdit so I can have a cleaner Strip (achieved with NVR-minimum.esp) with no gates separating areas of The Strip (achieved with StripOpenMain.esp), resulting in this esp. Though in the end I still need all three esps to be active.I managed my mods with Mod Organizer. I run the game with FNV4GB.Thank you very much for the helps! Link to comment Share on other sites More sharing options...
dubiousintent Posted June 3, 2016 Share Posted June 3, 2016 Take a look at this post and see if it helps. -Dubious- Link to comment Share on other sites More sharing options...
Deleted4642145User Posted June 4, 2016 Author Share Posted June 4, 2016 (edited) Thank you dubious for the link, indeed I have some mods modifying the UI and for some time have worried about the proper install order of such mods due to them replacing the same files and wondering if it matters at all (apparently it matters). So I tried to rearrange my install order (thankfully I use MO otherwise this will be a lot more frustrating) based on the link you've provided, here is my (untested) install order of mods modifying UI: MCM MTUI DarnUI (v4) Project Nevada DarnUI (override startmenu xml) oHUD oHUD (DarnUI patch) TWMM UIOIs the above order correct or do you have suggestions about how precisely should I organize the install order? I appreciate the help. Edited June 4, 2016 by Guest Link to comment Share on other sites More sharing options...
dubiousintent Posted June 4, 2016 Share Posted June 4, 2016 (edited) I have them installed in the following order (except TWMM, which I haven't seen): DarnUI(any DarnUI related such as Fonts and "DarnUI DT and DR")MTUI (because the only Darn conflicting file gets replaced later anyway) (then a number of other unrelated mods having nothing to do with the UI or Menus) (other UI Modifying Tweaks, like JIP Fast Travel, PN, Radar Mod, JIP Companions Command and Control, etc.) (Then comes the UI "unit" that needs to be re-installed if any other UI mods are added or removed):MCMDarnUI (override XML)Weapon Mod Menu (WMM)oHUD (and related patches)(UI/Menu mods that don't work well when placed earlier, like FlashlightNVSE and possibly TWMM)UIO So, other than you had MCM too high, your order was fine. The basic rule is that MCM begins and UIO comes last in the "unit", and the files installed by the "unit" need to be able to "see" all the earlier mod's XML files to work correctly. I know from experience that FlashlightNVSE is one that needs to go in there, but have no idea if TWMM does. You wlll have to test that yourself. It would be preferable if it can go earlier so you don't have to reinstall it with the others everytime one of the "unit" files gets updated or something new comes along that adds to MCM. -Dubious- Edited June 4, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
Deleted4642145User Posted June 4, 2016 Author Share Posted June 4, 2016 (edited) Understood!Oh, and by "TWMM" I meant "The Weapon Mod Menu" which in your install order you placed the mod after DarnUI override xml (and you referred to it as TWMM in your linked post :smile: ) So here's my new install order: DarnUI MTUI PN MCM WMM oHUD oHUD_darnUI patch UIOHopefully this will fix the pipboy freeze issue. Thank you again dubious for the help! Edited June 4, 2016 by Guest Link to comment Share on other sites More sharing options...
dubiousintent Posted June 5, 2016 Share Posted June 5, 2016 Ha! That's the trouble with acronyms. Sometimes you don't recognize them even when you used them previously. Which is why I try to give the full name along with the acronym the first time I use it in an article. That "install order" should fix it. If not we will have to look into the specific XML files that are conflicting. -Dubious- Link to comment Share on other sites More sharing options...
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