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Almost giving up


lopedogg

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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
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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-

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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.

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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-

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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 by lopedogg
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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-

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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.

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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-

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