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Load Order Problem! No Mouse Cursor at Starting Screen and Menu (Cant Get to Load Game Button), Freezes at Load Screens etc.


anilcanbirdal

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New load order here:

 

GameMode=FalloutNV
FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
CompanionInfAmmo.esm=1
FCOMaster.esm=1
Interior Lighting Overhaul - Core.esm=1
AWorldOfPain(Preview).esm=1
Weapon Mod Expansion.esm=1
WME - GRA.esm=1
WME - DLCs.esm=1
NVInteriors_Core.esm=1
AWOPDeadMoney.esm=1
Project Nevada - Core.esm=1
More Perks.esm=1
NevadaSkies.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
The Mod Configuration Menu.esp=1
Max Level 255.esp=1
RobCo OS.esp=1
More Perks Update.esp=1
CompanionInfAmmoCheat.esp=1
NevadaSkies - Brighter Nights.esp=1
EVE FNV - NO GRA.esp=1
WME - DLCs Arenovalis.esp=1
christinecos.esp=1
FCO - NPC Changes.esp=1
WME - GRA - Complete.esp=1
Weapon Mod Expansion.esp=1
WME - Ironsights - DLCs + GRA.esp=1
ADAM Complete.esp=1
FCO - GlowingOne.esp=1
FCO - OHSB NPC Edits.esp=1
FCO - Race Addon.esp=1
FCO - PathFixing Vanilla.esp=1
ILO - Nevada Skies Patch.esp=1
ADAM - MERGE.esp=1
AWOP-FCO3.esp=1
AWOPDeadMoneyVendorPatch.esp=1
WME - GRA - Unique Integration.esp=1
AWOP Interim Fixes.esp=1
CompanionInfAmmoOptional.esp=1
Project Nevada - Dead Money.esp=1
Project Nevada - Honest Hearts.esp=1
Project Nevada - Old World Blues.esp=1
Project Nevada - Lonesome Road.esp=1
Project Nevada - WME.esp=1
Project Nevada - EVE No GRA.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
ILO - A World of Pain.esp=1
NevadaSkies - Ultimate DLC Edition.esp=1
Merged Patch.esp=1
Sorry for the long posts. This one still freezes at loading screens.
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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-

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  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-.

 

 

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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=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
CompanionInfAmmo.esm=1
FCOMaster.esm=1
Interior Lighting Overhaul - Core.esm=1
AWorldOfPain(Preview).esm=1
Weapon Mod Expansion.esm=1
WME - GRA.esm=1
WME - DLCs.esm=1
NVInteriors_Core.esm=1
AWOPDeadMoney.esm=1
Project Nevada - Core.esm=1
More Perks.esm=1
NevadaSkies.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
The Mod Configuration Menu.esp=1
Max Level 255.esp=1
RobCo OS.esp=1
More Perks Update.esp=1
CompanionInfAmmoCheat.esp=1
NevadaSkies - Brighter Nights.esp=1
EVE FNV - NO GRA.esp=1
WME - DLCs Arenovalis.esp=1
christinecos.esp=1
FCO - NPC Changes.esp=1
WME - GRA - Complete.esp=1
Weapon Mod Expansion.esp=1
WME - Ironsights - DLCs + GRA.esp=1
ADAM Complete.esp=1
FCO - GlowingOne.esp=1
FCO - OHSB NPC Edits.esp=1
FCO - Race Addon.esp=1
FCO - PathFixing Vanilla.esp=1
ILO - Nevada Skies Patch.esp=1
ADAM - MERGE.esp=1
AWOP-FCO3.esp=1
AWOPDeadMoneyVendorPatch.esp=1
WME - GRA - Unique Integration.esp=1
AWOP Interim Fixes.esp=1
CompanionInfAmmoOptional.esp=1
Project Nevada - Dead Money.esp=1
Project Nevada - Honest Hearts.esp=1
Project Nevada - Old World Blues.esp=1
Project Nevada - Lonesome Road.esp=1
Project Nevada - WME.esp=1
Project Nevada - EVE No GRA.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
ILO - A World of Pain.esp=1
NevadaSkies - Ultimate DLC Edition.esp=1
Merged 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.
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