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Devil's Gullet Weirdness


cronodevir

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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.jpg

Active 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

 


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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.esp

These 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 by cronodevir
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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-Core

PN-Equipment

PN-Extra Options

 

ESPs:

PN-All DLC

PN-Cyberware Additions

PN-Cyberware

PN-EVE All DLC

PN-Rebalance Complete

PN-Rebalance

PN-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 by dubiousintent
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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 by cronodevir
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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)?

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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 by cronodevir
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