anilcanbirdal Posted March 20, 2018 Author Share Posted March 20, 2018 New load order here: GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1CompanionInfAmmo.esm=1FCOMaster.esm=1Interior Lighting Overhaul - Core.esm=1AWorldOfPain(Preview).esm=1Weapon Mod Expansion.esm=1WME - GRA.esm=1WME - DLCs.esm=1NVInteriors_Core.esm=1AWOPDeadMoney.esm=1Project Nevada - Core.esm=1More Perks.esm=1NevadaSkies.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1The Mod Configuration Menu.esp=1Max Level 255.esp=1RobCo OS.esp=1More Perks Update.esp=1CompanionInfAmmoCheat.esp=1NevadaSkies - Brighter Nights.esp=1EVE FNV - NO GRA.esp=1WME - DLCs Arenovalis.esp=1christinecos.esp=1FCO - NPC Changes.esp=1WME - GRA - Complete.esp=1Weapon Mod Expansion.esp=1WME - Ironsights - DLCs + GRA.esp=1ADAM Complete.esp=1FCO - GlowingOne.esp=1FCO - OHSB NPC Edits.esp=1FCO - Race Addon.esp=1FCO - PathFixing Vanilla.esp=1ILO - Nevada Skies Patch.esp=1ADAM - MERGE.esp=1AWOP-FCO3.esp=1AWOPDeadMoneyVendorPatch.esp=1WME - GRA - Unique Integration.esp=1AWOP Interim Fixes.esp=1CompanionInfAmmoOptional.esp=1Project Nevada - Dead Money.esp=1Project Nevada - Honest Hearts.esp=1Project Nevada - Old World Blues.esp=1Project Nevada - Lonesome Road.esp=1Project Nevada - WME.esp=1Project Nevada - EVE No GRA.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - A World of Pain.esp=1NevadaSkies - Ultimate DLC Edition.esp=1Merged Patch.esp=1 Sorry for the long posts. This one still freezes at loading screens. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 20, 2018 Share Posted March 20, 2018 Have patience. You are making progress. From previous post #8:* 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. and * "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. FYI: The "pre-order packs" (Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" add-on), are not considered "DLCs" by most mods and "compatibility patches". So their absence should not deter you from using "All DLC Merged" plugins. When in doubt, follow the process in the wiki "Missing Masters" article to confirm this. If you are using "WME - All DLCs" then you don't need "WME - GRA". Adding more than one "master file" serving the same purpose can cause problems. (Please see the 'Third Rule: The Rule of One' entry in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article.) "Compatibility patches" have their own "master files". If a specific master filename they are looking for is missing, that will cause the "Missing Master" problem. Please see the wiki "Missing Masters" article. You can add a "fully equivalent master file" to a "compatibility patch" and then use the xEdit/FNVEdit "Clean Masters" command which should remove the one that is not available if all the record references are then resolved. (Do not try to "force" remove a "master". That will corrupt the plugin. If "Clean Masters" won't remove a "master file", it means there is still some record that only that master is providing in the final patch. You may have to look through every single record, not just conflicts, in the patch file to find it.) If you aren't playing TTW, I don't believe you need "AWOP-FCO3.esp", but as I don't use AWOP that might be wrong. Just: "looks unnecessary". -Dubious- Link to comment Share on other sites More sharing options...
anilcanbirdal Posted March 20, 2018 Author Share Posted March 20, 2018 On 3/20/2018 at 12:51 PM, dubiousintent said: Have patience. You are making progress. From previous post #8:* 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. and * "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. FYI: The "pre-order packs" (Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" add-on), are not considered "DLCs" by most mods and "compatibility patches". So their absence should not deter you from using "All DLC Merged" plugins. When in doubt, follow the process in the wiki "Missing Masters" article to confirm this. If you are using "WME - All DLCs" then you don't need "WME - GRA". Adding more than one "master file" serving the same purpose can cause problems. (Please see the 'Third Rule: The Rule of One' entry in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article.) "Compatibility patches" have their own "master files". If a specific master filename they are looking for is missing, that will cause the "Missing Master" problem. Please see the wiki "Missing Masters" article. You can add a "fully equivalent master file" to a "compatibility patch" and then use the xEdit/FNVEdit "Clean Masters" command which should remove the one that is not available if all the record references are then resolved. (Do not try to "force" remove a "master". That will corrupt the plugin. If "Clean Masters" won't remove a "master file", it means there is still some record that only that master is providing in the final patch. You may have to look through every single record, not just conflicts, in the patch file to find it.) If you aren't playing TTW, I don't believe you need "AWOP-FCO3.esp", but as I don't use AWOP that might be wrong. Just: "looks unnecessary". -Dubious- There are no errors labelled missing master as i've checked it (with xEdit and etc.). The thing about WME is like this: WME.DLC actually has everything but GRA. In NMM explanation of WME.DLC doesnt even include GRA.esm or anything related to it. I think WME-GRA actually came after that WME.DLC, so thats why i activated it already to be eligible with GRA version. I will look into that AWOP-FCO3 and things you've adviced before, and report about it again soon. Just a little bit more information: I think FCO3 is needed, it stand for Fallout Character Overhaul and AWOP directly has a compatible patch for it. I will check it to make sure. Thanks again -Dubious-. Link to comment Share on other sites More sharing options...
anilcanbirdal Posted March 20, 2018 Author Share Posted March 20, 2018 It look i finally managed to create a bugfree gaming experience. After changing heap size and some changes in nvse, the game started to play fine. I tested it for 1 hour. Here is my load order now: GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1CompanionInfAmmo.esm=1FCOMaster.esm=1Interior Lighting Overhaul - Core.esm=1AWorldOfPain(Preview).esm=1Weapon Mod Expansion.esm=1WME - GRA.esm=1WME - DLCs.esm=1NVInteriors_Core.esm=1AWOPDeadMoney.esm=1Project Nevada - Core.esm=1More Perks.esm=1NevadaSkies.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1The Mod Configuration Menu.esp=1Max Level 255.esp=1RobCo OS.esp=1More Perks Update.esp=1CompanionInfAmmoCheat.esp=1NevadaSkies - Brighter Nights.esp=1EVE FNV - NO GRA.esp=1WME - DLCs Arenovalis.esp=1christinecos.esp=1FCO - NPC Changes.esp=1WME - GRA - Complete.esp=1Weapon Mod Expansion.esp=1WME - Ironsights - DLCs + GRA.esp=1ADAM Complete.esp=1FCO - GlowingOne.esp=1FCO - OHSB NPC Edits.esp=1FCO - Race Addon.esp=1FCO - PathFixing Vanilla.esp=1ILO - Nevada Skies Patch.esp=1ADAM - MERGE.esp=1AWOP-FCO3.esp=1AWOPDeadMoneyVendorPatch.esp=1WME - GRA - Unique Integration.esp=1AWOP Interim Fixes.esp=1CompanionInfAmmoOptional.esp=1Project Nevada - Dead Money.esp=1Project Nevada - Honest Hearts.esp=1Project Nevada - Old World Blues.esp=1Project Nevada - Lonesome Road.esp=1Project Nevada - WME.esp=1Project Nevada - EVE No GRA.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - A World of Pain.esp=1NevadaSkies - Ultimate DLC Edition.esp=1Merged Patch.esp=1 All over to this load order, i changed heap size to 496 like it is mentioned in the guides. I added fastexit routines to nvse too. Also created a merged patch to overwrite all the wrong placed mods, i guess. Running on win7 compability mode. Bugfree for one hour. Hope it lasts for a long time. Thanks for the help. Will try to post longer gaming time to make sure it works and maybe some inspiration to other modders. Link to comment Share on other sites More sharing options...
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