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My load order: HELP!


Avernite

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The description says it all. I've put so many mods into FNV its not even funny. Now I just need help. I just cant seem to get the load order right. Please, please .... please. If anyone has an idea what should go where on this list, (again) please give your input. I've put so much time into amassing this list that I just cant do this unaided.

Here it is.

 

 

[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] CaravanPack.esm

[X] ELECTRO-CITY - CompletedWorkorders.esm

[X] ELECTRO-CITY - Highways and Byways.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] Ambient Temperature.esm

[X] Frequency.esm

[X] Inventory Access.esm

[X] wsex.esm

[X] More Perks.esm

[X] More Perks for Dead Money.esm

[X] More Perks for Old World Blues.esm

[X] More Perks for Companions.esm

[X] More Traits.esm

[X] HUD Extended.esp

[X] HUD Extended - Ambient Temperature.esp

[X] The Mod Configuration Menu.esp

[X] XFO - 9a - Enemies - AI revamp.esp

[X] XFO - 9da - Enemies - NPC Healing - low.esp

[X] XFO - 9db - Enemies - NPC Healing - med.esp

[X] XFO - 9dc - Enemies - NPC Healing - high.esp

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Dead Money.esp

[X] Project Nevada - Honest Hearts.esp

[X] Project Nevada - Lonesome Road.esp

[X] Project Nevada - Gun Runners' Arsenal.esp

[X] pnv.esp

[X] pnvhh.esp

[X] pnvprojectnevada.esp

[X] CONELRAD 640-1240.esp

[X] wsexInnuendoAnims.esp

[X] wsexInnuendoNPCs.esp

[X] More Perks Update.esp

[X] More Perks for Companions Update.esp

[X] More Perks for Dead Money Update.esp

[X] More Perks for Old World Blues Update.esp

[X] More Traits Update.esp

[X] Frequency - Dead Money Patch.esp

[X] Frequency - Honest Hearts Patch.esp

[X] Frequency - Old World Blues Patch.esp

[X] Frequency - Project Nevada Patch.esp

[X] Frequency - EVE & WMX Patch.esp

[X] turrets.esp

[X] WeaponJamming.esp

[X] bzArmour.esp

[X] Powered Power Armor.esp

[X] pnvpoweredpowerarmor.esp

[X] pnvprojectnevadarebalance.esp

[X] Realistic_Repair_NV.esp

[X] Light Step ED-E.esp

[X] Imp's More Complex Needs.esp

[X] Imp's More Complex Needs - JA - SORTED.esp

[X] IMCNNV - Sorted.esp

[X] Ambient Temperature - IMCNNV.esp

[X] IMCNNV - HUD and Hotkeys.esp

[X] Jump Fall Fixer.esp

[X] Ambient Temperature - PPA.esp

[X] LFox Bottle That Water.esp

[X] Reactive People - Ultimatum.esp

[X] WeaponModsExpanded.esp

[X] Project Nevada - WMX.esp

[X] Frequency - PN+WMX Patch.esp

[X] WMX-DeadMoney.esp

[X] WMX-GunRunnersArsenal.esp

[X] WMX-HonestHearts.esp

[X] WMX-OldWorldBlues.esp

[X] WMX-LonesomeRoad.esp

[X] EVE FNV.esp

[X] Project Nevada - EVE.esp

[X] WMX-EVE.esp

[X] Frequency - EVE patch.esp

[X] Meltdown Medley.esp

[X] HighGrass.esp

[X] Companion Sandbox Mode3.esp

[X] Vurt's WFO.esp

[X] Nevada Skies.esp

[X] Project Nevada - Rebalance.esp

[X] DYNAVISION 2 - Dynamic Lens Effect.esp

 

 

*To make things simple, if you recognize a mod on this list and know where it should be on it just put the name in parentheses, followed by a colon, and its location.

 

Ex. "turrets" : under "HighGrass"

 

 

I can also supply a list of the mods actual names along if necessary. Thanks in advance.

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Had only a quick glance at it, but do only load one extended hud .esp.

Did you run BOSS to get an idea of what the load order should be like?

 

 

Yes. But little things wont work still. For example, Project Nevadas "1 perk every level" will still function like vanilla.

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There are two Project Nevada - Dead Money esps. One requires Rebalance as a master, one don't.

For me, FOMM keeps installing one of them randomly, if Rebalance has been activated.

So you might want to place PN - Dead Money after Rebalance.

 

I personally had conflicts with the "Companion Sandbox Mode".

And I'm not sure about XFO, better check all major mods' readmes for compatibility, as I recall that one of them (might have been PN) is no longer compatible with XFO.

Btw., it seems, you have installed each and every esm/esp file included in mod packages, but some mods require you to only install ONE of them.

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There are two Project Nevada - Dead Money esps. One requires Rebalance as a master, one don't.

For me, FOMM keeps installing one of them randomly, if Rebalance has been activated.

So you might want to place PN - Dead Money after Rebalance.

 

I personally had conflicts with the "Companion Sandbox Mode".

And I'm not sure about XFO, better check all major mods' readmes for compatibility, as I recall that one of them (might have been PN) is no longer compatible with XFO.

Btw., it seems, you have installed each and every esm/esp file included in mod packages, but some mods require you to only install ONE of them.

 

So youre saying I should reinstall Project Nevada and XFO? I dont even think I have XFO.

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OK, I'll give you kind of fail safe suggestion, if anything else won't work.

 

But please note, that I'm not familiar with some of your mods. I only know that a few are quite old, and I'm not sure, if they have been updated to work with the latest FNV patch.

 

Here we go:

 

1. Make a clean reinstall of FNV

2. Copy that installation to a folder of your choice as backup (so you don't need downloading that whole game, should you ever want to reinstall again).

3. Install all necessary tools like FOMM, BOSS, FNVEdit, GECK, 4GB enabler, etc.

4. Check the readmes of the mods you are planning to install for possible conflicts, AND also check which FNV patch they were designed to work with. Any mod not designed or updated to work with FNV 1.4 should not be installed.

5. Do only install necessary esp/esm files, as mentioned in one of my previous posts.

6. You might want to try one of the bugfix compilations, instead of a lot of single files.

7. Be sure, a Fallout - AI!.bsa files exists within your data folder. This is for FOMM users only, too make sure, all added files are loaded on game-start. (Another way would be using a archiveinvalidation.txt file; but to me, FOMM is the easier way) If the file doesn't exist, de- and after that re-activate Archive Invalidation in FOMM.

8. Use BOSS to sort your load order and arrange unrecognized plugins following the corresponding mod's readme. You can also place a post in the mod's thread, if you are unsure.

9. Create a merged patch, if you want to.

 

If you still have trouble with your installation, disable all plugins and reactivate them mod per mod to check, what might be the cause.

 

If anyone wants to add anything, I might have forgotten, you're welcome.

Edited by wizzydizzy
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