cronodevir Posted June 3, 2016 Share Posted June 3, 2016 So, the devils gullet is weird. The cave down below is inaccessible (added by a mod) and all of the objects are non-solid (you just fall through) such as the ramps down and the ruble and part of the walls. Never had this happen before even with this mod setup, any ideas what might be causing it? Image of the area: http://i.imgur.com/DNQHH00.jpgActive Mod Files: 00 FalloutNV.esm 01 TribalPack.esm 02 MercenaryPack.esm 03 ClassicPack.esm 04 CaravanPack.esm 05 DeadMoney.esm 06 HonestHearts.esm 07 OldWorldBlues.esm 08 LonesomeRoad.esm 09 GunRunnersArsenal.esm 0A FOOK - New Vegas.esm 0B YUP - Base Game + All DLC.esm 0C NVInteriors_Core.esm 0D More Perks.esm 0E SomeguySeries.esm 0F Strangers Abroad.esm 10 decwithreg.esm 11 More Perks for Dead Money.esm [Version 1.0.0] 12 More Perks for Honest Hearts.esm [Version 1.0.0] 13 More Perks for Old World Blues.esm 14 SpeedyResources.esm 15 D.E.I.M.O.S..esm [Version 1.05] 16 Run the Lucky 38.esm 17 DesertersFortress.esm 18 NVInteriors_WastelandEditonAWOP.esm 19 Monster Wars.esm 1A Sortomatic.esm 1B The New Bison Steve Hotel.esm [Version 107] 1C factions reloaded raiders v2.esp 1D mojavereloaded1.esp 1E Momod.esm 1F Afterschool Special.esm [Version 2.01] 20 Tales from the Burning Sands.esm [Version 1.31b] 21 AWorldOfPain(Preview).esm 22 Project Nevada - Core.esm 23 Project Nevada - Cyberware.esp 24 Project Nevada - Equipment.esm 25 Project Nevada - Extra Options.esm 26 Project Nevada - Rebalance.esp 27 FOOK - New Vegas DLCs.esm ++ YUP - NPC Fixes (Base Game + All DLC).esp 28 FOOK-PN Convergence.esp ----> Delinquent MASTER: Project Nevada - Rebalance Complete.esp ----> Delinquent MASTER: Project Nevada - All DLC.esp 29 MMUE-CP-Convergence.esp ----> Delinquent MASTER: Mission Mojave - Ultimate Edition.esp 2A Mission Mojave - Ultimate Edition.esp [Version 12] 2B EnergyWeaponDeNerf.esp 2C PerkEveryLevel.esp 2D Rebirth.esp 2E Goodsprings Filler.esp 2F CPRadiostation.esp 30 Identity Crisis Part 2 - Long Night.esp 31 ELECTRO-CITY - Imaginator.esp 32 Bobblehunt.esp 33 Identity Crisis Part I - Silent Struggle V2.esp 34 RadioMayak.esp 35 Area 51 - Project Roswell.esp 36 New Vegas Trade Center.esp 37 Project Nevada - WMX.esp ----> Delinquent MASTER: WeaponModsExpanded.esp 38 More Perks for Dead Money Update.esp 39 More Perks for Honest Hearts Update.esp 3A More Perks for Old World Blues Update.esp 3B Classic energy weapons.esp 3C Expanded Traits.esp 3D hunter.esp ++ MoMod-MCMMenu.esp ++ MoMod-NightSpawn.esp ++ MoMod-Terminators.esp ++ MoMod-Aliens.esp ++ AWOP-MoMod.esp 3E DesertersFotress - Update.esp [Version 1.1] 3F The Lucky 38 Empire.esp 40 betsybrahmin.esp 41 More Perks Update.esp 42 Delay DLC - DM + HH + OWB + LR + GRA.esp 43 Alternative Start.esp ++ ManualReload-OldWorldBlues.esp 44 MMUE-CP-PNCore.esp ++ MMUE-CP-PNEquipment.esp ++ MMUE-CP-PNALLDLC.esp 45 The Mod Configuration Menu.esp [Version 1.5] 46 Monster Wars - More Robots Plugin.esp 47 Space_Patrol_Comm._Relay.esp 48 Preorder items in locker.esp 49 pipboy2500_edisleado.esp 4A ManualReload.esp 4B Monster Wars - Behemoth Rampage.esp ++ stronger merchants.esp ++ stronger mercs.esp ++ MMUE-CP-PNRebalance.esp 4C Factions Reloaded Legion.esp 4D factions reloaded followers.esp 4E MTB.esp 4F WMX-POPMerged.esp ----> Delinquent MASTER: WeaponModsExpanded.esp 50 WMX-DLCMerged.esp ----> Delinquent MASTER: WeaponModsExpanded.esp 51 MMUE-CP-AWOP.esp 52 NewVegasBountiesII.esp 53 NewVegasBounties.esp 54 NewVegasKiller.esp 55 Russell.esp 56 Zan_AutoPurge_SmartAgro_NV.esp 57 AWOP Revs - You Are Still The Hero.esp 58 AWOP Revs - Help In Goodsprings.esp 59 AWOP Revs - Extra Gear.esp 5A FOOK-PN-WMX.esp ----> Delinquent MASTER: WeaponModsExpanded.esp 5B Monster Mod Wasteland Edition.esp 5C Existence 2.0.esp 5D Badmothaf*#@a.esp 5E WeaponModsExpanded.esp 5F The Weapon Mod Menu.esp [Version 1.2] 60 Project Nevada - Cyberware Additions.esp 61 Project Nevada - All DLC.esp ----> Delinquent MASTER: Project Nevada - Rebalance Complete.esp 62 JIP Companions Command & Control.esp 63 The Storyteller.esp 64 FOOK - New Vegas.esp ++ FOOK - New Vegas DLCs.esp 65 Project Nevada - Rebalance Complete.esp 66 Bashed Patch, 0.esp 67 DarNifiedUINV.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted June 3, 2016 Share Posted June 3, 2016 Have you tried toggling clipping (console command "tcl")? Which mod was added? If you uninstall it (or go back to a save before you did install it) does the problem persist? -Dubious- Link to comment Share on other sites More sharing options...
RoyBatterian Posted June 3, 2016 Share Posted June 3, 2016 Get rid of AWOP-Momod. Your load order is massively wrong. Link to comment Share on other sites More sharing options...
cronodevir Posted June 3, 2016 Author Share Posted June 3, 2016 (edited) It is how Loot ordered it. How is it "massively" wrong? It came up with 0 issues in both LooT and WryeFlash.Is AWOP-momod the culprit?@Dubiousintent, I didn't add any mods, the load order has not changed since I started the character. Yes, I know about tcl.Another strange thing, the mobs down there can't be hit but they can hit me. Played this character several hours now and I have had no issues at all except this one small area. Could it be a nav mesh issue?================So, I went on ahead and cleared up most of the orange lines as well. 4 of them are impossible to clear up because they all require directly contradicting master load orders and I also want all 4 of them. I don't know why it was saying delinquent masters before, no masters were ever missing.The 4 orange files are:=Project Nevada - Rebalance Complete.esp=Project Nevada - All DLC.espThese two want directly contradicting load orders.=Russell.esp, wants a different DLC load order...which breaks everything.=Project Nevada - Cyberware Additions, same conflict as the first two, they all 3 want different load order of project nevada masters.I would clean the 2-3 mods that have dirty edits, but FNVEdit fails to load, and the error it gives makes no sense, it says: Loader: Fatal: <Exception: "Project Nevada - Rebalance Complete.esp" requires master "Project Nevada - Rebalance.esp" to be loaded before it.>The load order is how it is asking so I dunno what the deal is.Active Mod Files: 00 FalloutNV.esm 01 CaravanPack.esm 02 MercenaryPack.esm 03 ClassicPack.esm 04 TribalPack.esm 05 DeadMoney.esm 06 HonestHearts.esm 07 OldWorldBlues.esm 08 LonesomeRoad.esm 09 GunRunnersArsenal.esm 0A FOOK - New Vegas.esm 0B YUP - Base Game + All DLC.esm 0C NVInteriors_Core.esm 0D More Perks.esm 0E SomeguySeries.esm 0F Strangers Abroad.esm 10 decwithreg.esm 11 More Perks for Dead Money.esm [Version 1.0.0] 12 More Perks for Honest Hearts.esm [Version 1.0.0] 13 More Perks for Old World Blues.esm 14 SpeedyResources.esm 15 D.E.I.M.O.S..esm [Version 1.05] 16 Run the Lucky 38.esm 17 DesertersFortress.esm 18 NVInteriors_WastelandEditonAWOP.esm 19 Monster Wars.esm 1A Sortomatic.esm 1B The New Bison Steve Hotel.esm [Version 107] 1C Afterschool Special.esm [Version 2.01] 1D Tales from the Burning Sands.esm [Version 1.31b] 1E AWorldOfPain(Preview).esm 1F Momod.esm 20 FOOK - New Vegas DLCs.esm 21 Project Nevada - Core.esm 22 Project Nevada - Equipment.esm 23 Project Nevada - Extra Options.esm 24 Project Nevada - Rebalance.esp 25 Project Nevada - Cyberware.esp 26 factions reloaded raiders v2.esp 27 mojavereloaded1.esp ++ YUP - NPC Fixes (Base Game + All DLC).esp 28 Project Nevada - Rebalance Complete.esp 29 Project Nevada - All DLC.esp 2A Mission Mojave - Ultimate Edition.esp [Version 12] 2B FOOK-PN Convergence.esp 2C MMUE-CP-Convergence.esp 2D EnergyWeaponDeNerf.esp 2E PerkEveryLevel.esp 2F Rebirth.esp 30 Goodsprings Filler.esp 31 CPRadiostation.esp 32 Identity Crisis Part 2 - Long Night.esp 33 ELECTRO-CITY - Imaginator.esp 34 Bobblehunt.esp 35 Identity Crisis Part I - Silent Struggle V2.esp 36 RadioMayak.esp 37 Area 51 - Project Roswell.esp 38 New Vegas Trade Center.esp 39 WeaponModsExpanded.esp 3A Project Nevada - WMX.esp 3B More Perks for Dead Money Update.esp 3C More Perks for Honest Hearts Update.esp 3D More Perks for Old World Blues Update.esp 3E Classic energy weapons.esp 3F Expanded Traits.esp 40 hunter.esp ++ MoMod-MCMMenu.esp ++ MoMod-NightSpawn.esp ++ MoMod-Terminators.esp ++ MoMod-Aliens.esp ++ AWOP-MoMod.esp 41 DesertersFotress - Update.esp [Version 1.1] 42 The Lucky 38 Empire.esp 43 betsybrahmin.esp 44 More Perks Update.esp 45 Delay DLC - DM + HH + OWB + LR + GRA.esp 46 Alternative Start.esp ++ ManualReload-OldWorldBlues.esp 47 MMUE-CP-PNCore.esp ++ MMUE-CP-PNEquipment.esp 48 The Mod Configuration Menu.esp [Version 1.5] 49 Monster Wars - More Robots Plugin.esp 4A Space_Patrol_Comm._Relay.esp 4B Preorder items in locker.esp 4C pipboy2500_edisleado.esp 4D ManualReload.esp 4E Monster Wars - Behemoth Rampage.esp ++ stronger merchants.esp ++ stronger mercs.esp ++ MMUE-CP-PNRebalance.esp 4F Factions Reloaded Legion.esp 50 factions reloaded followers.esp 51 MTB.esp 52 WMX-DLCMerged.esp 53 MMUE-CP-AWOP.esp 54 NewVegasBountiesII.esp 55 NewVegasBounties.esp 56 NewVegasKiller.esp 57 Russell.esp 58 Zan_AutoPurge_SmartAgro_NV.esp 59 AWOP Revs - You Are Still The Hero.esp 5A AWOP Revs - Help In Goodsprings.esp 5B AWOP Revs - Extra Gear.esp 5C FOOK-PN-WMX.esp 5D Monster Mod Wasteland Edition.esp 5E Existence 2.0.esp 5F Badmothaf*#@a.esp 60 The Weapon Mod Menu.esp [Version 1.2] 61 Project Nevada - Cyberware Additions.esp 62 JIP Companions Command & Control.esp 63 The Storyteller.esp 64 FOOK - New Vegas.esp ++ FOOK - New Vegas DLCs.esp 65 DarNifiedUINV.esp 66 Bashed Patch, 0.esp Anyways, new load order and bashed patch means new character anyways. So, I guess this isn't really an issue anymore. Though, if there are any suggestions for my load order now I will take them before I start a new game. Edited June 4, 2016 by cronodevir Link to comment Share on other sites More sharing options...
dubiousintent Posted June 4, 2016 Share Posted June 4, 2016 (edited) I do not know of anything in particular about the Devil's Gullet glitch. A mod conflict such as Roy suggested is most likely. It wouldn't necessarily manifest until you arrived in that area. You do not necessarily need to start a new character just because you change your load order, especially if all you change is the order of some plugins. It is safest, that's true, but you might be able to salvage your current game. Adding new mods is safer than removing them, but it's quest mods that are the most dangerous to remove as they have things like global variables stored in your save games. Reverting to a save prior to "activating" a mod's quest is generally enough. As for the mods with conflicting "masters" in sequence, you should sort your entire LO, then load a mod with a conflicting "master load order" into FNVEdit, have it "sort masters" and it will put them for that mod in the same order as your LO. Save the result and repeat for each conflicting master load order and you can get them all "green" boxes. It's pretty unlikely a mod will really have a "master LO" that can't be adjusted. My PN files are in load order (by LOOT) as follows:ESMs:PN-CorePN-EquipmentPN-Extra Options ESPs:PN-All DLCPN-Cyberware AdditionsPN-CyberwarePN-EVE All DLCPN-Rebalance CompletePN-RebalancePN-WMX So, FNVEdit is correct: "Rebalance Complete" does go before simple "Rebalance". (Who knows why mod authors name them that way.) LOOT can sometimes give a sorted file a timestamp that is seconds apart (even spanning across a minute boundary but not a full 60 seconds apart), however the game sees it as the same minute (apparently it ignores the seconds). You can use a "file properties" tool like "Attribute Changer" (freeware) to manually adjust any or all three timestamps (created, modified, accessed) on the files though "modified" is the one that is used. I did have to sort the masters for some of those files (including Russell), but it was not a problem. Do remember to save the sorted version back into the archive file so it is preserved if you need to "anneal" or re-install the mod. So bottom line, all those tweaks to your existing LO won't mean you have to start a new character. However, I doubt any of them will affect your "Devil's Gullet" problem. But strannger things have happened. -Dubious- Edited June 4, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
cronodevir Posted June 4, 2016 Author Share Posted June 4, 2016 (edited) Well, I did start a new game and the Devils Gullet issue was resolve. I had to start a new game because I actually removed some mods.As it stands right now I don't think the four orange boxes are a critical issue. I have put hundreds of hours into this mod setup without any real issues (other than infinite loading screens in the late game and the extremely occasional crash) and without clearing up the orange boxes in the past. I believe it should be fine this time around.However, if I can reorder the masters for those 4 mods and not effect my save game then why not? (Still can't get FNVEdit to work. My load order is how it is asking. It appears I cannot use it at all and there is no change to my load order that it will accept.) Edited June 4, 2016 by cronodevir Link to comment Share on other sites More sharing options...
RoyBatterian Posted June 4, 2016 Share Posted June 4, 2016 LOOT is not designed for New Vegas nor is it kept up to date for it. DON'T CLEAN MODS unless you know what you are doing. The reason that PN mods show up with different load orders is because they can be used in any combination. As long as the mods have the correct masters that is all that matters. That orange stuff in wrye is useless and should be removed as it just serves to confuse users. It's all wrong because you have patches coming before masters (your game shouldn't even load), missing masters, etc. Are you sure that's your actual load order? Or just plugins.txt (active files, not load order)? Link to comment Share on other sites More sharing options...
cronodevir Posted June 4, 2016 Author Share Posted June 4, 2016 (edited) I went to list mods in Wyre Flash and copy pasted it. The game worked fine and works fine now, aside from that issue I had before. I haven't even had any UI issues and I have 4-5 UI mods installed and that is where I usually mess up these things. The game loads at a decent speed, I don't get stutters, and I have not had a single crash... though I rarely crash in New Vegas. I think the last crash I had was in summer 2015. I do tend to get the infinite loading screen thing when I get 20+ hours or so into my save. But that is really kind of minor (and only about 50% of the time) and from what I understand nothing can be done about it short of removing mods. I use the 4gb patch (yours) as well.The information on how to manage and mod bethesda games is so conflicting. Half of the people say clean everything, half say don't. Half of the people say to make everything green in Wyre, another half don't. Half say LooT is mandatory, the other half say its useless. I have even seen people say you cannot mod the game at all unless you use MO, which is BS, I have been modding Bethesda games since Morrowind pre-expansions without such tools. Long story short, it works now so I won't fix what isn't broken lol. I don't know what the deal was with the load order I posted first. But the game certainly worked and ran well, again, aside from that devils gullet glitch. I have been using these same mods for years (well, as long as they have been out) so there really is nothing new other than mods being updated. Edited June 4, 2016 by cronodevir Link to comment Share on other sites More sharing options...
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