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LOOT laod order order causing weird glitch


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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.esm
10 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 by DrunkenCanary
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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.

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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 by DrunkenCanary
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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-

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