Northwain Posted January 20, 2019 Share Posted January 20, 2019 First off, apologies for this type of post... they're annoying, however, I'd really appreciate it if someone could take a look and give me advice on how to improve it. That said, I'm currently not dealing with any in-game problems that I know of, it's just that Vortex keeps giving me plenty of warnings about file conflicts so I just want to be on the safe side!0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm 10 a YUP - Base Game + All DLC.esm 11 b Interior Lighting Overhaul - Core.esm 12 c Interior Lighting Overhaul - L38PS.esm 13 d New Vegas Redesigned 3.esm FCOMaster.esm 14 e Gomorrah Redesigned v2.esp 15 f ELECTRO-CITY - CompletedWorkorders.esm 16 10 ELECTRO-CITY - Highways and Byways.esm 17 11 Bitter Springs Redesigned.esp 18 12 Project Nevada - Core.esm 19 13 Project Nevada - Equipment.esm 20 14 Project Nevada - Rebalance.esp 21 15 Project Nevada - Cyberware.esp 22 16 Project Nevada - Extra Options.esm 23 17 CommonwealthSurplus.esm 24 18 GreatKhanGreatOverhaul.esm 25 19 iHUD.esm 26 1a YUP - NPC Fixes (Base Game + All DLC).esp 27 1b ILO - PipBoy Light.esp 28 1c ILO - YUP Patch.esp 29 1d New Vegas Redesigned 3.esp 30 1e BoomersGoBoom.esp 31 1f WMIMNV.esp 32 20 Project Nevada - Rebalance Complete.esp 33 21 Project Nevada - All DLC.esp 34 22 EVE FNV - ALL DLC.esp 35 23 outsidebets.esp 36 24 TLD_Travelers.esp 37 25 WeaponModsExpanded.esp 38 26 All Weapon Sounds Overhaul .esp 39 27 WMX-DLCMerged.esp 40 28 AWSO-WMXEVE-ALLDLC-Merged.esp 41 29 NewVegasUncut 123457 Merged.esp 42 2a TrooperOverhaul-Dragbody.esp 43 2b 1nivVSLArmors.esp 44 2c CommonwealthSurplus - LevelList.esp 45 2d ArizonaArmy.esp 46 2e FNV Realistic Wasteland Lighting - All DLC.esp 47 2f FNV RWL All DLC - Brighter Nights.esp 48 30 FNV RWL All DLC - No Overcast Weather.esp 49 31 ADAM Complete.esp 50 32 ADAM - MERGE.esp 51 33 WMX-EVE-AllDLCMerged.esp 52 34 Project Nevada - WMX.esp 53 35 IMPACT.esp 54 36 Couriers Blunder + Rifle.esp 55 37 Asurah_reanimation.esp 56 38 Diagonal movement.esp 57 39 .45 rebalance.esp 58 3a Riot Gear Neck Cover.esp 59 3b zzjayHairsFNV.esp 60 3c Faster Terminals.esp 61 3d LFox Bottle That Water.esp 62 3e Project Nevada - Cyberware Additions.esp 63 3f The Mod Configuration Menu.esp 64 40 Project Nevada - EVE All DLC.esp 65 41 PowderIsTheNewBlack.esp 66 42 NCRTrooperOverhaul.esp 67 43 CourierRangerArmorV2.esp 68 44 Type3 Leather Armors.esp 69 45 WMX-POPMerged.esp 70 46 M14.esp 71 47 CommonwealthSurplus - Sounds.esp 72 48 UpgradesFromTheCommonwealth.esp 73 49 BrotherhoodReforged.esp 74 4a DragsNPCOverhaul.esp 75 4b Mannequin Rce.esp 76 4c Living_Motel.esp 77 4d My essential friends (animals).esp 78 4e Geonox_Riot_Armor.esp 79 4f DarNifiedUINV.esp 80 50 WMX-EVE_ALL_DLC.esp 81 51 WMX_Patch.esp 82 52 WMX_DLC.esp 83 53 Interior Lighting Overhaul - Ultimate Edition.esp 84 54 Merged Patch.espThanks in advance! Link to comment Share on other sites More sharing options...
dubiousintent Posted January 20, 2019 Share Posted January 20, 2019 Please see the 'Common Game Problems' section, of the wiki "FNV General Mod Use Advice" article. In particular: * 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. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch". Please see the wiki "Bashed Patch file with Marked Mergeables" article. * "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 ALL 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 Masters" errors as well. FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.In specific: Move "83 53 Interior Lighting Overhaul - Ultimate Edition.esp" above (lower numbered): 27 1b ILO - PipBoy Light.esp 28 1c ILO - YUP Patch.esp The same applies to WMX. (There may be others but I stopped looking.) If you had sorted with LOOT, those would have been caught and corrected automatically. Don't forget to rebuild your "Merged Patch" file after sorting. I recommend you read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to mod FNV or it's been more than a year since you last did so.-Dubious- Link to comment Share on other sites More sharing options...
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