CodeCodeO Posted March 4, 2018 Share Posted March 4, 2018 Mod list:GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1FOOK - New Vegas.esm=1Interior Lighting Overhaul - Core.esm=1New Vegas Redesigned 3.esm=1IWR.esm=1WARZONES - Misanthropy Pure.esm=1FOOK - New Vegas DLCs.esm=1FCOMaster.esm=0ELECTRO-CITY - CompletedWorkorders.esm=1AWorldOfPain(Preview).esm=1Gomorrah Redesigned v2.esp=1ELECTRO-CITY - Highways and Byways.esm=1NVR-Strip.esm=1AWOPDeadMoney.esm=1NevadaSkies.esm=1Advanced Recon Tech.esm=1Interior Lighting Overhaul - L38PS.esm=1Bitter Springs Redesigned.esp=1Casa Madrid Redesigned.esp=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1Project Nevada - Extra Options.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1Project Nevada - Cyberware Additions.esp=1Mission Mojave - Ultimate Edition.esp=1NVR-Version_10.esp=1FOOK - New Vegas.esp=1Project Nevada - Rebalance Complete.esp=1Vurt's WFO.esp=1New Vegas Redesigned 3.esp=1FCO - NPC Changes.esp=0FOOK - New Vegas DLCs.esp=1MMUE-CP-FOOK.esp=1Project Nevada - All DLC.esp=1FOOK-PN Convergence.esp=1MMUE-CP-Convergence.esp=1Improved Sound FX.esp=1EVE FNV - ALL DLC.esp=1Project13 - Populated Wasteland.esp=1WeaponModsExpanded.esp=1IMPACT.esp=1dD - Enhanced Blood Main NV.esp=1The Mod Configuration Menu.esp=1Conelrad 640-1240.esp=1New Vegas Redesigned 3 Path Fixing.esp=1FCO - PathFixing Vanilla.esp=0FCO - PathFixing BugFixes.esp=0Better Burned Man.esp=1IWR - Rebuilt.esp=1WMX-DLCMerged.esp=1AWOPDeadMoneyVendorPatch.esp=1Advanced Recon Tech.esp=1NVR-NPCs.esp=1ILO - Nevada Skies Patch.esp=1ILO - YUP Patch.esp=0ADAM - Trooper Gloves.esp=1ADAM Complete.esp=1ADAM - MERGE.esp=1populatedcasino-light.esp=1MMUE-CP-ILO.esp=1Advanced Recon Gear.esp=1NukaCola-Ojo.esp=1CAGE 1.9.3.2.esp=1Faster Start Menu.esp=1Zan_AutoPurge_SmartAgro_NV.esp=1FCO - Russell.esp=0FCO - OHSB NPC Edits.esp=0MMUE-CP-PNALLDLC.esp=1F4Quickloot.esp=1WMX-EVE-AllDLCMerged.esp=1AWOP-IMPACT-WMX-EVE AllDLCMerged.esp=1Project Nevada - WMX.esp=1Project Nevada - EVE All DLC.esp=1WMX-ModernWeapons.esp=1WMX-POPMerged.esp=1Improved Sound FX - WMX - Merged Major DLCs.esp=1Improved Sound FX - Weapon Sharing Fix.esp=1Improved Sound FX - FOOK HH Sharing Fix.esp=1Improved Sound FX - FOOK OWB Sharing Fix.esp=1Improved Sound FX - FOOK Weapon Sharing Fix.esp=1Improved Sound FX - EVE.esp=0Improved Sound FX - Project Nevada.esp=1AnimatedIngestibles_0_5_SitOnly.esp=1AnimatedIngestibles_0_5.esp=0AnimatedDrinks_1_0.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - A World of Pain.esp=1NevadaSkies - TTW Edition.esp=0NevadaSkies - Ultimate DLC Edition.esp=1NevadaSkies - Basic Edition.esp=0StealthSuitModuleDT.esp=1Simple Saves.esp=1AmmoEffectFixes.esp=1AmmoEffectFixes - Caliber.esp=0 https://imgur.com/a/zxwy6 Link to comment Share on other sites More sharing options...
dubiousintent Posted March 4, 2018 Share Posted March 4, 2018 The "floating corpse" may be fixed by installing the mod "Ragdolls". The weapons remaining (in hands or on the ground) after removing them from the corpse inventory sometimes happens regardless. No known cause that I've come across. * 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. Please see the wiki "Missing Masters" article if you get that error message.* 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.* Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job.-Dubious- Link to comment Share on other sites More sharing options...
CodeCodeO Posted March 4, 2018 Author Share Posted March 4, 2018 Thanks for reminding me, can't believe that I forgot to make a merged patch this play through. Link to comment Share on other sites More sharing options...
CodeCodeO Posted March 4, 2018 Author Share Posted March 4, 2018 Here's my load order after I cleaned things up, FCOMaster.esm has to stay unenabled for New Vegas Redesigned 3.GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1FOOK - New Vegas.esm=1Interior Lighting Overhaul - Core.esm=1New Vegas Redesigned 3.esm=1IWR.esm=1WARZONES - Misanthropy Pure.esm=1FOOK - New Vegas DLCs.esm=1FCOMaster.esm=0ELECTRO-CITY - CompletedWorkorders.esm=1AWorldOfPain(Preview).esm=1Gomorrah Redesigned v2.esp=1ELECTRO-CITY - Highways and Byways.esm=1NVR-Strip.esm=1AWOPDeadMoney.esm=1NevadaSkies.esm=1Advanced Recon Tech.esm=1Interior Lighting Overhaul - L38PS.esm=1Bitter Springs Redesigned.esp=1Casa Madrid Redesigned.esp=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1Project Nevada - Extra Options.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1Project Nevada - Cyberware Additions.esp=1Mission Mojave - Ultimate Edition.esp=1NVR-Version_10.esp=1FOOK - New Vegas.esp=1Project Nevada - Rebalance Complete.esp=1Vurt's WFO.esp=1New Vegas Redesigned 3.esp=1FOOK - New Vegas DLCs.esp=1MMUE-CP-FOOK.esp=1Project Nevada - All DLC.esp=1FOOK-PN Convergence.esp=1MMUE-CP-Convergence.esp=1Improved Sound FX.esp=1EVE FNV - ALL DLC.esp=1Project13 - Populated Wasteland.esp=1WeaponModsExpanded.esp=1IMPACT.esp=1dD - Enhanced Blood Main NV.esp=1The Mod Configuration Menu.esp=1Conelrad 640-1240.esp=1Better Burned Man.esp=1IWR - Rebuilt.esp=1WMX-DLCMerged.esp=1AWOPDeadMoneyVendorPatch.esp=1Advanced Recon Tech.esp=1NVR-NPCs.esp=1ILO - Nevada Skies Patch.esp=1ILO - YUP Patch.esp=1ADAM - Trooper Gloves.esp=1ADAM Complete.esp=1ADAM - MERGE.esp=1populatedcasino-light.esp=1MMUE-CP-ILO.esp=1Advanced Recon Gear.esp=1NukaCola-Ojo.esp=1CAGE 1.9.3.2.esp=1Faster Start Menu.esp=1Zan_AutoPurge_SmartAgro_NV.esp=1MMUE-CP-PNALLDLC.esp=1F4Quickloot.esp=1WMX-EVE-AllDLCMerged.esp=1Project Nevada - WMX.esp=1WMX-ModernWeapons.esp=1WMX-POPMerged.esp=1Project Nevada - EVE All DLC.esp=1Improved Sound FX - WMX - Merged Major DLCs.esp=1Improved Sound FX - Weapon Sharing Fix.esp=1Improved Sound FX - FOOK HH Sharing Fix.esp=1Improved Sound FX - FOOK OWB Sharing Fix.esp=1Improved Sound FX - FOOK Weapon Sharing Fix.esp=1Improved Sound FX - Project Nevada.esp=1AnimatedIngestibles_0_5_SitOnly.esp=1AnimatedDrinks_1_0.esp=1Simple Saves.esp=1AmmoEffectFixes.esp=1New Vegas Redesigned 3 Path Fixing.esp=1AWOP-IMPACT-WMX-EVE AllDLCMerged.esp=1Ragdolls.esp=1NVR 3 + YUP.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - A World of Pain.esp=1NevadaSkies - Ultimate DLC Edition.esp=1StealthSuitModuleDT.esp=11Merge Patch.esp=1 The "floating corpse" may be fixed by installing the mod "Ragdolls". The weapons remaining (in hands or on the ground) after removing them from the corpse inventory sometimes happens regardless. No known cause that I've come across. * 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. Please see the wiki "Missing Masters" article if you get that error message.* 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.* Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job.-Dubious- Link to comment Share on other sites More sharing options...
dubiousintent Posted March 5, 2018 Share Posted March 5, 2018 "Mission Mojave" conflicts with YUP. Use one or the other. Please see the 'Towards Game Stability' section of the wiki "FNV General Mod Use Advice" article. I still see "Zan_AutoPurge_SmartAgro_NV.esp=1". See last bullet point in my previous post. The compatibility patch "MMUE-CP-ILO.esp=1" is placed above "Interior Lighting Overhaul - Ultimate Edition.esp=1". Sorting with LOOT should have caught that as a "missing master" problem at that point. * "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than both of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Master" errors as well. Don't forget to rebuild your merged patch file gain after you alter the LO sequence.-Dubious- Link to comment Share on other sites More sharing options...
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