DrunkenCanary Posted July 16, 2016 Share Posted July 16, 2016 (edited) Ok, so I thought this was a conflicting mod thing or something but I painstakingly enabled every mod and New Vegas started just fine with every texture, but when I sorted my load order through LOOT, the weird glitch happened where my Combat Armor was invisible and a few kings gang members had red exclamation points around them. I know for a fact that this is a problem with load order so can anyone identify what LOOT is doing wrong? My Load Order 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 NVInteriors_Core.esm 7 7 SomeguySeries.esm FOOK - New Vegas.esm Interior Lighting Overhaul - Core.esm Project Nevada - Core.esm FOOK - New Vegas DLCs.esm ELECTRO-CITY - CompletedWorkorders.esm Momod.esm FCOMaster.esm Project Nevada - Equipment.esm Project Nevada - Rebalance.esp ELECTRO-CITY - Highways and Byways.esm Project Nevada - Cyberware.esp NevadaSkies.esm NVR-Strip.esm 8 8 More Perks.esm 9 9 Interior Lighting Overhaul - L38PS.esm10 a oHUD.esm Project Nevada - Honest Hearts.esp No Ammo Weight.esp Easy Unlocking and Easy Hacking.esp CASM with MCM.esp NevadaSkies - Blueberry Nights.esp FastSleepNV.esp Mission Mojave - Ultimate Edition.esp More Perks Update.esp NVR-Version_10.esp Vurt's WFO.esp ILO - NVInteriors Project - AWOP.esp (not active) ILO - Fallout New Vegas.esp FOOK - New Vegas.esp FCO - NPC Changes.esp FOOK - New Vegas DLCs.esp KeysFix.esp Project Nevada - Lonesome Road.esp Noweightchem or food 2.esp Project Nevada - Dead Money.esp Monster Mod Wasteland Edition.esp EVE FNV - ALL DLC.esp Project Nevada - Gun Runners' Arsenal.esp WeaponModsExpanded.esp WMX-GunRunnersArsenal.esp WMX-OldWorldBlues.esp Project Nevada - WMX.esp WMX-DeadMoney.esp WMX-LonesomeRoad.esp Project Nevada - Old World Blues.esp WMX-HonestHearts.esp IMPACT.esp WMX-ArenovalisTextures.esp TheInheritance.esp NewVegasBountiesIII.esp ILO - GS Shack.esp Nuka Cola Enhanced.esp NewVegasBounties.esp NewVegasBountiesII.esp TheBetterAngels.esp KingOfTheRing.esp CAGE 1.9.3.2.esp Karma Perks.esp NVR-NPCs.esp dD - Enhanced Blood Main NV.esp Quick Trade.esp NV_STTraitsandPerks - NVSE.esp DYNAVISION 3.esp (not active) NV_STTraitsandPerks.esp NV_STTraitsandPerks_Crunch - NVSE.esp NV_STTraitsandPerks_Crunch.esp fastervats.esp tyfasterwalk-FR-N2HRP.esp ILO - A World of Pain.esp (not active) ILO - Nevada Skies Patch.esp ILO - New Vegas Bounties.esp ILO - PipBoy Light.esp DarNifiedUINV.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp WMX-EVE-AllDLC.esp Project Nevada - EVE All DLC.esp FCO - GlowingOne.esp FCO - OHSB NPC Edits.esp FCO - Russell.esp (not active) NevadaSkies - TTW Edition.esp (not active) NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Basic Edition.esp (not active) And yes I do have archiveinvalidation mod and no, a merged patch doesn't help. Edited July 16, 2016 by DrunkenCanary Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 16, 2016 Share Posted July 16, 2016 Well first it says in NVR3 to disable the FCO plugins. Second, you probably need some kind of patch between NVR and FOOK. dubious will probably chime in here with links to guides on making patches, or troubleshooting this problem. Rule #1, read the readme/mod description/sticky posts. Link to comment Share on other sites More sharing options...
DrunkenCanary Posted July 16, 2016 Author Share Posted July 16, 2016 (edited) Well first it says in NVR3 to disable the FCO plugins. Second, you probably need some kind of patch between NVR and FOOK. dubious will probably chime in here with links to guides on making patches, or troubleshooting this problem. Rule #1, read the readme/mod description/sticky posts.Well that's actually new vegas restoration and not new vegas redesigned Edited July 16, 2016 by DrunkenCanary Link to comment Share on other sites More sharing options...
dubiousintent Posted July 17, 2016 Share Posted July 17, 2016 The only way sorting your load order is going to cause graphic texture problems like you are having (now it works fine, now it doesn't) is by changing the "winner" of a mod conflict. Which means you need to isolate the particular conflict. The wiki article "Fallout New Vegas Mod Conflict Troubleshooting" is dedicated to this problem; first by attempting to help you logically determine the cause, and then by providing specific problems and solutions. If none of that resolves it, it goes into how to efficiently isolate the conflicting mods. Many people don't realize that there is some leeway in the results of a LOOT sort. You can move files around in the order and then sort again. You will find that some changes you manually make to the order "stick", while others won't. LOOT reads the file headers of the plugins and makes it's determinations of what affects other plugins on that basis. It has a hierarchy of linkage priorities, but within a grouping it doesn't care. So if it insists one plugin must go above another, it has it's reasons. But that doesn't mean yet another can't go in between the first two. This can be especially important when merging plugins. The wiki article "Merged Plugin Guidelines for Personal Use" has links to several approaches (i.e. "merge up", "merge down", and "non-conflicting".) I notice that your mod list only has "mod index" numbers in front of 11 ESM files. Plugins without a "mod index" number are not active. New assets (i.e. textures) typically need an ESP file to get loaded by the game. So for your testing, always enable/disable both the ESP and the ESM plugins from a mod as a unit. -Dubious- Link to comment Share on other sites More sharing options...
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