54yeggan Posted July 9, 2017 Share Posted July 9, 2017 I'm not really sure how to explain it, the DLC just somehow unloads for some reason in the middle of a long gameplay session. When I restart the game reload a save game, I get the Missing Content warning, and then I get a pop up saying "Old World Blues has been loaded, your level cap has been increased by 5." and then the quest starts. All my items from OWB are missing as well (Transporter, Proton Axes, etc.) I have no idea what seems to cause this other than possibly either game memory corruption or Purging cell buffers So far the only fix is reloading a save that still has the DLCs loaded, by checking Save Games in FOMM. Any idea or know what causes this? It seems to happen to other DLCs at random, too, such as Honest Hearts. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 9, 2017 Share Posted July 9, 2017 (edited) Please provide the information requested in the wiki "How to ask for help" article. We definitely need to see a complete "load order". It's not clear: are you intentionally excluding any of the DLC and they are spontaneously re-activating, or are you saying they are unintentionally getting "deactivated" randomly? In the first instance: there are "<DLC>.nam" files in the "Data" folder, which cause the game to automatically load the DLC if they are present, whether active or not in your "load order"t. If you don't want a particular DLC to be loaded, then you have to rename the appropriate ".nam" file to a different extension the game won't recognize to disable that functionality. If the latter case: What are you using as your "mod manager"? Are you making any changes to your "load order" before this happens? In either case, the "missing content" message is to be expected if any plugin is removed from a session where it had been previously loaded. -Dubious- Edited July 9, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
54yeggan Posted July 9, 2017 Author Share Posted July 9, 2017 (edited) Please provide the information requested in the wiki "How to ask for help" article. We definitely need to see a complete "load order". It's not clear: are you intentionally excluding any of the DLC and they are spontaneously re-activating, or are you saying they are unintentionally getting "deactivated" randomly? In the first instance: there are "<DLC>.nam" files in the "Data" folder, which cause the game to automatically load the DLC if they are present, whether active or not in your "load order"t. If you don't want a particular DLC to be loaded, then you have to rename the appropriate ".nam" file to a different extension the game won't recognize to disable that functionality. If the latter case: What are you using as your "mod manager"? Are you making any changes to your "load order" before this happens? In either case, the "missing content" message is to be expected if any plugin is removed from a session where it had been previously loaded. -Dubious-Hey, thanks for the quick reply. The DLC's are getting unintentionally "deactivated" somehow during gameplay. I don't really know how to explain it any further, it's as if the files vanished during gameplay somehow and when I reload the saved game all my items from the DLC are gone and the starting quest (in this case "Midnight Science Fiction Club" starts up again and I get the level cap increase notification. Here is my load order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Advanced Recon Tech.esm Interior Lighting Overhaul - Core.esm ELECTRO-CITY - CompletedWorkorders.esm AWorldOfPain(Preview).esm ELECTRO-CITY - Highways and Byways.esm CoitoErgoSum.esm AWOPDeadMoney.esm NVWillow.esp SlaveTown - Episode II.esm NevadaSkies.esm Voyager.esm JokerineStripMall.esm EnclaveCommanderNV.esm Project Nevada - Core.esm Project Nevada - Equipment.esm FNVToolkit.esm Interior Lighting Overhaul - L38PS.esm MikotoBeauty.esm Project Nevada - Rebalance.esp SomeguySeries.esm STUN.esm XRE - CARS!.esm WMVM.esm Better Game Performance.esp Vurts WFO.esp Ultimate Invisible Wall Remover.esp .50BMG.esp XRE - CARS!.esp 61Flavors.esp Advanced Recon Gear.esp Advanced Recon Tech.esp Animated Sleeping.esp Improved Sound FX.esp EVE FNV - ALL DLC.esp Harvest-able Cave Fungus.esp WeaponModsExpanded.esp WMX-DLCMerged.esp WMX-EVE-AllDLCMerged.esp AWOP-WMX-EVE AllDLCMerged.esp ClearWindows.esp DLCCompanions_1_3.esp AWOPDeadMoneyVendorPatch.esp Companion Sandbox Mode3.esp NewVegasBounties.esp NewVegasBountiesII.esp TheInheritance.esp NewVegasBountiesIII.esp Brotherhood and House Alliance.esp CasinoHeists.esp Near Death.esp HAS Heavy Assault Shotgun.esp SilverRushReOccupied.esp XRE - CARS!Predator.esp LFox Bottle That Water.esp Realistic Portable Tent.esp bertivird.esp BoostedSkills.esp BreadMod.esp Burning CampFire.esp CAGE 1.9.3.2.esp CASM with MCM.esp Completely Weightless Powder.esp S.T.A.L.K.E.R.ClearSkyRadioPack.esp CowboyRepeaterFix.esp Craftable Flash Bang.esp dD - Enhanced Blood Main NV.esp dressup.esp DynamicMonocyteLimbRegen.esp ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp Faster Terminals.esp GASOLINE.esp Glow Sticks.esp Grave_Digger_v021.esp ILO - NVWillow.esp ILO - PipBoy Light.esp ImmersivePickupSoundsFNV.esp Improved Sound FX - Project Nevada.esp Improved Sound FX - WMX - Merged Major DLCs.esp Kosaku.esp L38NoBGM.esp Level100PerkPerLevel.esp MikotoBeauty.esp MiscItemIconsNV.esp MoreShells.esp Music Pack for Radio New Vegas.esp NevadaSkies - Brighter Nights.esp OldWorldBlues - Improved Transportalponder.esp Omegared99 - Enb Transparency Fix.esp Project Nevada - Rebalance Uncapped Max Level.esp Project Nevada CSA.esp Ragdolls.esp RPM - Remove Pre-order Messages.esp Runningnude.esp Slave In Pose NV Edition.esp SlaveTown - Episode II - Assets.esp Soft PA Footsteps.esp TFH Better Authority Glasses.esp The Mod Configuration Menu.esp WMX-ModernWeapons.esp WMX-POPMerged.esp LootMenu.esp STUN.esp STUNp - No Animations Fix.esp XRE - CARS! Dodge Challenger.esp UnlimitedCompanions.esp Totally Amber Pipboy Light.esp Voyager - Ultimate Edition.esp WET.esp BushSounds.esp Zan_AutoPurge_SmartAgro_NV.esp ThrowableFixes.esp Interior Lighting Overhaul - Ultimate Edition.esp ILO - A World of Pain.esp FNVLODGen.esp NevadaSkies - Ultimate DLC Edition.esp Total active plugins: 125 Total plugins: 156 I'm using Fallout Mod Manager - Fork 0.13.21with this I can see Save Games and the Plugins they load, that's why after I made my first save, I can find out 10 minutes later that Old World Blues is becoming unloaded. The only changes I made to my load order are installing Coito Ergo Sum mod and playing through about 1 hour of it so far. Other than that I have cleaned up and deleted some small minor mods I have no longer used Thanks Edited July 9, 2017 by 54yeggan Link to comment Share on other sites More sharing options...
dubiousintent Posted July 9, 2017 Share Posted July 9, 2017 Spontaneously deactivating during play? That's a new one. Sounds like something due to "too many plugins", but your active count is reasonable. You have over 30 apparently "inactive" plugins recognized. Move them out of the "Data" folder. The game attempts to load them to check "whatever", and this has been shown to cause problems. Then realize that the "140 active plugins cap" is just a guideline. It actually varies by system, and the first you know you have hit the limit is when you add "just one more plugin" (even an update for an existing mod) and things go wonky. You ought to be safe with 125, but if clearing out the inactive plugins isn't enough, try reducing by five and see what happens. Once you get below the point where things go wrong, try adding and testing one more mod at a time (prioritize first), until you hit the problem again. That (minus 1) is your personal limit. Be advised that removing ANY mod that has been included in a "save game" file has the risk of corrupting things after that point. The only reasonably safe way is to go back to a save before you introduced that mod and resume from there. Otherwise start over. You also need to use a "merge/bash patch" file. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
54yeggan Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) Spontaneously deactivating during play? That's a new one. Sounds like something due to "too many plugins", but your active count is reasonable. You have over 30 apparently "inactive" plugins recognized. Move them out of the "Data" folder. The game attempts to load them to check "whatever", and this has been shown to cause problems. Then realize that the "140 active plugins cap" is just a guideline. It actually varies by system, and the first you know you have hit the limit is when you add "just one more plugin" (even an update for an existing mod) and things go wonky. You ought to be safe with 125, but if clearing out the inactive plugins isn't enough, try reducing by five and see what happens. Once you get below the point where things go wrong, try adding and testing one more mod at a time (prioritize first), until you hit the problem again. That (minus 1) is your personal limit. Be advised that removing ANY mod that has been included in a "save game" file has the risk of corrupting things after that point. The only reasonably safe way is to go back to a save before you introduced that mod and resume from there. Otherwise start over. You also need to use a "merge/bash patch" file. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious-Thank you so much! This has helped me greatly. Turned out it was a lot of unused plugins causing bugs apparently. Deleted some unused mods as well and that fixed it. I still get the occasional random crash, but so far no more DLCS or mods being unloaded 10-20 minutes into gameplay!! Edit: To verify, by random occasional crash I'm referring to the known Fallout 3 where sometimes entering / leaving interior/exterior cells causes the game to black screen / freeze / crash or saving the game causes the game to crash / freeze. Edited July 13, 2017 by 54yeggan Link to comment Share on other sites More sharing options...
dubiousintent Posted July 11, 2017 Share Posted July 11, 2017 This is why we have to ask questions to get a clearer picture. You just said the magic words: "entering / leaving interior/exterior cells'. Please see the 'Issue: CTD on interior/exterior/"fast travel" cell change' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
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