jeffm24 Posted January 28, 2019 Share Posted January 28, 2019 (edited) *** UPDATE *** It seems I was using an outdated version of Wrye Bash (Wrye Flash) and it was not using the tags from all but 3 of my plugins. It went from changing 173 to 742 records after updating it. That is probably my main issue here.It seems I also overlooked an obvious part of the Mojave Raiders description. He says you'll need to manually resolve any conflicts w/ FNVEdit. I believe there was a conflict w/ Mojave Raiders, NVCE, and possibly JSawyer mod (as it touches Raiders leveled lists as well). I have installed Character Expansions Revised as it modifies less and has patches for UPP, Mojave Raiders, JSawyer Ultimate, and Uncut Wasteland out of the box. I'm still not confident about the load order. LOOT doesn't have a quick way to tell me if a plugin wasn't managed by it, and requires manually ordering (BOSS had this, but it's outdated according to every guide I've seen). I've got an issue with enemies spawning in with1. No weapons (or)2. Melee weapons where they'd normally have guns Specifically, I'm noticing this on NCR troopers. It's breaking the quest with Captain Parker and Keith in the Aerotech office building as Parker spawns w/out his Service Rifle. I suspect it's a conflict or load order issue. I have my ESPs sorted w/ LOOT. I've manually moved a few of them around as it didn't look like LOOT detected them: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm Advanced Recon Tech.esm NVCE Ultimate.esm CFWNV.esm JIP Selective-Fire.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm oHUD.esm YUP - NPC Fixes (Base Game + All DLC).esp DarNifiedUINV.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp brayduck_classic.esp Uncut Wasteland.esp SimpleStreetLights.esp SimpleStreetLightFix.esp SimpleStreetLights (Extra Lights).esp Mojave Travel.esp barber-mirror.esp HZNovacCampfire.esp NVCE Ultimate - NPC Edits.esp JSawyer Ultimate.esp Harvestable Cave Fungus.esp Mojave Raiders.esp Mojave Raiders - 22LR Varmint Rifle.esp 31 New Food Items.esp LFox Missing Ammo Recipes.esp LFox Missing Ammo Recipes HH DLC.esp LFox Missing Ammo Recipes GRA DLC.esp Advanced Recon Gear.esp Advanced Recon Tech.esp 1nivVSLArmors.esp FlashlightNVSE.esp ImprovedGeckoLeatherArmor.esp KillingKarmaFix.esp Light Step ED-E.esp Burning Campfire.esp Burning Campfire - HH Patch.esp Easy Hacking.esp Quicker PipBoy Light-0_4Sec.esp WeaponJamming.esp CFW-DLC.esp CFW_Loudness_Corrections_v1.0.esp CombatArmor_MarkIIRE.esp RHF-30_backpacks.esp All Weapon Sounds Overhaul .esp Colt N99 10mm.esp BetterCaravanShotgun.esp NVCE Ultimate - YUP Patch.esp JSawyer Ultimate - NVCE Patch.esp Mojave Wildlife (Vanilla-Style).esp BLEEDNV.esp YUP - BLEED Patch.esp VATS Alternative - Bullet Time.esp NVInteriors_Rewritten.esp Unofficial Patch Plus.esp FO3WeaponsRestoration.esp Mojave Raiders - FO3 Weapons Restoration Patch.esp YoureEssentialToMe.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Better Pickup Prompt.esp JIP Improved Recipe Menu.esp Weapon Stat Viewer.esp Cheaper Repair Vendors 50%.esp Simple Reputation and Disguises.esp Complete Respec.esp mojave music radio expanded v1.1.esp Conelrad 640-1240.esp Survivalist - All DLC.esp LFox Bottle That Water.esp Merged Patch.esp FNV Realistic Wasteland Lighting - All DLC.esp Bashed Patch, 0.espMost likely culprits: Mojave RaidersJSawyer Ultimate (possible conflict?) Edited January 28, 2019 by jeffm24 Link to comment Share on other sites More sharing options...
dubiousintent Posted January 28, 2019 Share Posted January 28, 2019 Re: LOOT management of mods. By default, all "unrecognized" mods are placed in the "Default" Group. Read the online documentation as to how Groups work. There is also a "Introduction To Load Orders" section on how it doesn't matter if it recognizes the name of a mod. It determines the load order on the basis of the file header info. If the plugin is in the "Data" folder, then LOOT will sort it. But like any automated tool, sometimes it needs a human to tell it the finer points, such as a particular plugin needs to be loaded after another, which is where the "manual ordering' comes in. But once you have that worked out, you can use the "MetaData" to have LOOT remember that in the future. Read the docs. It's worth your time. -Dubious- Link to comment Share on other sites More sharing options...
jeffm24 Posted January 30, 2019 Author Share Posted January 30, 2019 Re: LOOT management of mods. By default, all "unrecognized" mods are placed in the "Default" Group. Read the online documentation as to how Groups work. There is also a "Introduction To Load Orders" section on how it doesn't matter if it recognizes the name of a mod. It determines the load order on the basis of the file header info. If the plugin is in the "Data" folder, then LOOT will sort it. But like any automated tool, sometimes it needs a human to tell it the finer points, such as a particular plugin needs to be loaded after another, which is where the "manual ordering' comes in. But once you have that worked out, you can use the "MetaData" to have LOOT remember that in the future. Read the docs. It's worth your time. -Dubious-Thanks, I didn't realize that LOOT sorted based on the ESP's header info. I'll read up on the manual and see if I can optimize my load-order. As it is, I can run the game fine w/ an automatically created Merged Patch (FNVEdit w/ Leveled Items entry removed). If I build and activate a Bashed Patch I get NPCs w/out weapons. I'll look into this. Thanks again, you explained the issue w/out being condescending and basically suggested I RTFM-- but in a nice way (: Link to comment Share on other sites More sharing options...
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