lopedogg Posted February 11, 2020 Share Posted February 11, 2020 Hello I'm hoping someone can point me in the right direction. I have been running a fairly solid modded FONV for the last 2-3 years. But i decided I should add a bit more content and something went off the rails. Anyway basically I get to the opening menu but the menu does not show up. I think where I went wrong is i tried to update Unofficial Patch Plus - Project Nevada Patch.esp which then required Project Navada - Extra Options (which i didn't have) so then i got it but still no luck. To make matters worse when making a bashed patch i accidentally unchecked my mod list so im not sure i have the same esp's and esms checked. I have run everything through LOOT as per below list, and made the bashed patch even though im not sure i need it . Nothing shows any serious errors but i still get the same screen so something is off. Just not sure where to go from here short of starting from scratch. I have 2 150+hr characters i would rather not loose. The only other mods I added at the same time were TheInheritance.esp& NewVegasBountiesIII.esp. Any help would be very appreciated. 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 SomeguySeries.esm 12 c Interior Lighting Overhaul - Core.esm 13 d ELECTRO-CITY - CompletedWorkorders.esm 14 e NVInteriors_Core.esm 15 f NVInteriors_ComboEdition.esm 16 10 AWorldOfPain(Preview).esm 17 11 Momod.esm 18 12 factions reloaded raiders v2.esp 19 13 ELECTRO-CITY - Highways and Byways.esm 20 14 NVR-Strip.esm 21 15 AWOPDeadMoney.esm 22 16 NVInt_ARoomWithAView.esm 23 17 Project Nevada - Core.esm 24 18 Project Nevada - Equipment.esm 25 19 Project Nevada - Rebalance.esp 26 1a Project Nevada - Cyberware.esp 27 1b NevadaSkies.esm 28 1c Interior Lighting Overhaul - L38PS.esm 29 1d D.E.I.M.O.S..esm 30 1e Project Nevada - Extra Options.esm 31 1f YUP - NPC Fixes (Base Game + All DLC).esp 32 20 The Mod Configuration Menu.esp 33 21 NVR-Version_10.esp 34 22 Vurt's WFO.esp 35 23 New Vegas Landscape Overhaul.esp 36 24 Project Nevada - Rebalance Complete.esp 37 25 Project Nevada - All DLC.esp 38 26 CNR_Beta.esp 39 27 dD - Enhanced Blood Main NV.esp 40 28 EVE FNV - ALL DLC.esp 41 29 Unofficial Patch Plus.esp 42 2a AWOPDeadMoneyVendorPatch.esp 43 2b Laurens_Bathroom_poetry.esp 44 2c NewVegasBounties.esp 45 2d NewVegasBountiesII.esp 46 2e NCR Rearmament v1.5 (Lore).esp 47 2f TheInheritance.esp 48 30 NewVegasBountiesIII.esp 49 31 mojave music radio expanded v1.1.esp 50 32 ILO - YUP Patch.esp 51 33 AWOP - EVE AllDLC.esp 52 34 Project Nevada - EVE All DLC.esp 53 35 AWOP-MoMod.esp 54 36 DustydistanceNV.esp 55 37 ILO - Nevada Skies Patch.esp 56 38 FlashlightNVSE.esp 57 39 NVInteriors_Rewritten.esp 58 3a DarkBlue.esp 59 3b Project Nevada - Rebalance Uncapped Max Level.esp 60 3c NVR-NPCs.esp 61 3d tmzLODadditions-NVInterriors.esp 62 3e ScrollOfTruthTreasureHunt.esp 63 3f Project Nevada - Cyberware Additions.esp 64 40 Unofficial Patch Plus - Project Nevada Patch.esp 65 41 Interior Lighting Overhaul - Ultimate Edition.esp 66 42 ILO - A World of Pain.esp 67 43 ILO - New Vegas Bounties.esp 68 44 ILO - NVInteriors Project.esp 69 45 FNVLODGen.esp 70 46 tmzLODadditions.esp 71 47 NevadaSkies - Ultimate DLC Edition.esp 72 48 Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted February 11, 2020 Share Posted February 11, 2020 When you can't get to the main menu, it's usually because you have a "Missing Masters" problem. This can be caused by a problem with the sort of your "load order" as well. See also the "Issue - Recommended Project Nevada master file load order" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" article. In general please see the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
lopedogg Posted February 12, 2020 Author Share Posted February 12, 2020 Thanks for the reply, I have been going through these steps as I am able. I have it where all my check marks are green so i don't think there are any missing masters but still get to the same screen. There are a lot of varies conflicts in xedit but I dont know how to decide which ones actually need editing. Anyway it seems to load faster now like it wants to go but something is still tripping me up. I will keep going through the guides to see if I can pin it down. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 12, 2020 Share Posted February 12, 2020 With established mods it is not usually needed to make any edits in FNVEdit. Unless you are talking about creating a "merged patch" file to reconcile record level conflicts between plugins. In which case I recommend you use the "Bashed Patch" from Wrye Flash until you understand exactly how to create one manually. Otherwise, you need to explain what you are doing at what step more clearly for us to be able to provide more help. There is one other possibility, which you did not mention. If you have added any mods that change XML files (which can cause "HUD-UI-Menu issues") they might be preventing the main menu. However, that is not usually the menu affected by them and you indicated things were fine before adding Project Nevada and the UPP patch for it. I would work through the other solutions first. -Dubious- Link to comment Share on other sites More sharing options...
lopedogg Posted February 13, 2020 Author Share Posted February 13, 2020 (edited) Hi thanks again.I have been going through these trying to find what might apply. I was running PNV before without issues, my thought is i screwed something up when i updated UPP - PNVP which then required me to update PNV, more specifically to add the extra options which i didn't have before. I also updated JIP LN NVSE plugin as well and a few other files as i have found old versions. I think i didn't update something correctly. As to where I am I have reorganized the mods a couple of ways, first according to LOOT then according to the recommended PN list and now back to loot. only updating the master sort in xedit to get all green checks. The mods listed in the hud-ui look correct id dont really have many of those mods besides PNV and MCM, i did add that MCM bug fix. I regenerated my LOD under the new sort, I have tried to run both with a bashed patch and without. I have tried the PNxEO MCM scriptfix. I have left my ENB on and have not changed any .ini settings. Im running Win7 with a R7 250x Vid card and all files are on SSD. It ran very smooth before. My FONV is the GOG ultimate edition. Here is my current sort list including inactive mods. 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 SomeguySeries.esm 12 c Interior Lighting Overhaul - Core.esm 13 d ELECTRO-CITY - CompletedWorkorders.esm 14 e NVInteriors_Core.esm 15 f NVInteriors_ComboEdition.esm 16 10 AWorldOfPain(Preview).esm 17 11 Momod.esm 18 12 factions reloaded raiders v2.esp 19 13 ELECTRO-CITY - Highways and Byways.esm 20 14 NVR-Strip.esm 21 15 AWOPDeadMoney.esm 22 16 NVInt_ARoomWithAView.esm 23 17 Project Nevada - Core.esm 24 18 Project Nevada - Equipment.esm 25 19 Project Nevada - Rebalance.esp 26 1a Project Nevada - Cyberware.esp 27 1b NevadaSkies.esm 28 1c Interior Lighting Overhaul - L38PS.esm 29 1d D.E.I.M.O.S..esm 30 1e Project Nevada - Extra Options.esm 31 1f YUP - NPC Fixes (Base Game + All DLC).esp 32 20 NVR-Version_10.esp 33 21 Vurt's WFO.esp 34 22 New Vegas Landscape Overhaul.esp 35 23 Project Nevada - Rebalance Complete.esp 36 24 Project Nevada - All DLC.esp 37 25 CNR_Beta.esp 38 26 dD - Enhanced Blood Main NV.esp 39 27 Project Nevada - Gun Runners' Arsenal.esp 40 28 The Mod Configuration Menu.esp 41 29 EVE FNV - ALL DLC.esp 42 2a Unofficial Patch Plus.esp 43 2b AWOPDeadMoneyVendorPatch.esp 44 2c Laurens_Bathroom_poetry.esp MMUE-CP-ILO.esp 45 2d NewVegasBounties.esp 46 2e NewVegasBountiesII.esp 47 2f NCR Rearmament v1.5 (Lore).esp 48 30 TheInheritance.esp 49 31 NewVegasBountiesIII.esp test.esp 50 32 mojave music radio expanded v1.1.esp 51 33 ILO - YUP Patch.esp 52 34 AWOP-MoMod.esp 53 35 DustydistanceNV.esp 54 36 ILO - Nevada Skies Patch.esp FlashlightNVSE.esp 55 37 DarkBlue.esp 56 38 NVInteriors_Rewritten.esp LightBlue.esp notblu.esp 57 39 NVR-NPCs.esp 58 3a tmzLODadditions-NVInterriors.esp 59 3b Project Nevada - Dead Money.esp 60 3c Project Nevada - Honest Hearts.esp 61 3d Project Nevada - Old World Blues.esp 62 3e Project Nevada - Lonesome Road.esp 63 3f AWOP - EVE AllDLC.esp 64 40 Project Nevada - EVE All DLC.esp AWOP-EVE Patch.esp 65 41 Project Nevada - Cyberware Additions.esp PNxEO MCMScriptFixes.esp 66 42 Project Nevada - Rebalance Uncapped Max Level.esp 67 43 Unofficial Patch Plus - Project Nevada Patch.esp 68 44 Interior Lighting Overhaul - Ultimate Edition.esp 69 45 ILO - New Vegas Bounties.esp 70 46 ILO - NVInteriors Project.esp 71 47 ILO - A World of Pain.esp 72 48 FNVLODGen.esp 73 49 tmzLODadditions.esp NevadaSkies - TTW Edition.esp 74 4a NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Basic Edition.esp Bashed Patch, 0.esp Edited February 13, 2020 by lopedogg Link to comment Share on other sites More sharing options...
dubiousintent Posted February 13, 2020 Share Posted February 13, 2020 You see the plugins in your "load order" that don't have a number in front of them? They are "inactive", but still present in the "Data" folder and get loaded by the game engine and will cause "Missing Master" errors in addition to counting against the "plugin cap". You have to move them out of the "Data" folder. This is listed in the "Common Problems" section of the wiki "General Mod Use Advice" article. You should check that out as well. I don't understand what you mean when you say "updating the master sort in xedit to get all green checks." xEdit loads files as it finds them in the "Data" folder by date (which is how FNV manages it's "load order"). It does not order them itself. LOOT actually sorts mods into a load order by changing their date. That is it's primary role. xEdit reacts to and uses that resulting load order. xEdit looks for "record level" conflicts (among other things) as a result of the current load order. It does not change files, but instead is used to create "patch" files (similar to the "Based Patch") which load later with your desired record conflict "winners". Please see "xEdit Conflict Detection and Resolution" in the "Tome of xEdit" online documentation. Suspect you are confusing LOOT and xEdit in your posts. Clear communication is important to avoid confusion and misleading advice. -Dubious- Link to comment Share on other sites More sharing options...
lopedogg Posted February 14, 2020 Author Share Posted February 14, 2020 I have gone through the General Mod Use Advice and the HUD-UI-Menu issues as much as i can understand. Thanks for pointing out the inactive mods i had misread that part. I have not temped to go very far into xedit, what i meant to say was I only used xedits sort masters function (primarily with Project Nevada) to get all green check boxes in Wyre Flash. I really just use LOOT as a rough guide (since they were previously sorted) and to copy my mod list. I have since removed all my inactive mods completely. Wyre Flash shows nothing but green check marks for which I created a bashed patch, I have checked the XML files according to the UI guide and they seem correct. I have gone through the checklist and nothing seems to change it the menu never comes up. The only thing I haven't done that i can see is gone deep into the xedit for conflict resolution, although I still suspect it is a project navada issue. Unfortunately I don't get a lot of time to put into my games, but FONV is by far my favorite, I might just start with a clean install as I think it would be faster for me then to try and figure out xedit and other potentially trickier aspects of modding. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 14, 2020 Share Posted February 14, 2020 Sometimes starting over is the fastest solution. I advise that you test after installing each mod, so you immediately know the cause of any problems. Trying to re-install all of the mods you currently have now could lead you to the same problem and none the wiser. -Dubious- Link to comment Share on other sites More sharing options...
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