SugarGrandpa Posted October 22, 2017 Share Posted October 22, 2017 Need some help with my problem, not sure how to solve this, if anyone can help i would appreciate it. Load Order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm TribalPack.esm MercenaryPack.esm ClassicPack.esm CaravanPack.esm GunRunnersArsenal.esm FCOMaster.esm NevadaSkies.esm Project Nevada - Core.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Weapons.of.the.New.Millenia.esm FCO - NPC Changes.esp FCO - GlowingOne.esp FCO - Delilah.esp FCO - Niner.esp FCO - OHSB NPC Edits.esp FCO - Russell.esp FCO - Willow.esp FCO - Willow (Cazy).esp NevadaSkies - Blueberry Nights.esp NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - TTW Edition.esp NevadaSkies - Basic Edition.esp The Mod Configuration Menu.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp Weapons.of.the.New.Millenia.Cheat.Cabinet.esp The Weapon Mod Menu.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted October 22, 2017 Share Posted October 22, 2017 Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems as well as issues such as you are seeing. If you can't get down to roughly 130 by moving inactives out, try to prioritize and uninstall (on a temporary "test" basis) the less important plugins until you do so. If that does resolve your problems, then see the wiki "Merged Plugin Guidelines for Personal Use" article on how to merge plugins (which is not the same as a "merge patch" file) to get your active count down while still keeping the mods. We REALLY need to see your sorted "load order" as produced by LOOT; to include the main game and DLC files. (That list is way too alphabetical to be sorted properly.) With modded games, its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. Instructions are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version. In particular, you only need the "Nevada Skies Ultimate DLC Edition.esp" (because you have all the expansion DLC installed), and possibly "Blueberry Nights.esp". Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Please see the 'Vanilla "Load Order"', 'Towards Game Stability', 'Third Rule: The Rule of One', 'Smaller Plugin Cap', and 'Merge Patch file' sections of the wiki "FNV General Mod Use Advice" article at a minimum. -Dubious- Link to comment Share on other sites More sharing options...
Bernt Posted October 22, 2017 Share Posted October 22, 2017 My usual approach is to run it through FNVEdit first and have it tell me what I'm missing. Link to comment Share on other sites More sharing options...
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