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Functional Post Game Ending troubleshooting


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I can't figure out for the life of me what is overwriting functional post game ending and how I can go about fixing this. If anyone could give me some pointers it would be much 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 ZionTrail.esm

12 c Tammer's NIF-Bashed Weapons Mega-Pack.esm

13 d Th3OverseerCore.esm

14 e Functional Post Game Ending.esm

15 f Simply Uncut - New Vegas.esp

16 10 AWorldOfPain(Preview).esm

17 11 CHEMS.esm

18 12 Weapons.of.the.New.Millenia.esm

19 13 TLD_Travelers.esm

20 14 YUP - NPC Fixes (Base Game + All DLC).esp

21 15 Economy Rebalance.esp

22 16 Agility Affects Movement Speed.esp

23 17 BetterBooze.esp

24 18 BetterSafehouses.esp

25 19 C16sVanillaSprint.esp

26 1a CASM with MCM.esp

27 1b CHEMS - Basic Chems.esp

28 1c Classic Leather Armor MkI MkII.esp

29 1d ClassicMetalArmorMkI.esp

30 1e DLC WITM - Complete.esp

31 1f FOVSlider.esp

32 20 UberAssualtShotgun.esp

33 21 Legion Quests Expanded.esp

34 22 LightUpAndSmokeThoseCigarettes_edisleado.esp

35 23 PerkEveryLevel.esp

36 24 PipBoyLight.esp

37 25 Weapons.of.the.New.Millenia.Leveled.Lists.esp

38 26 The Mod Configuration Menu.esp

39 27 The Weapon Mod Menu.esp

40 28 001 Project Weaponry.esp

41 29 WeaponModsExpanded.esp

42 2a Functional Post Game Ending - AWOP Patch.esp

43 2b FolksFromFlagstaff.esp

44 2c GRA - The Right to Bear Arms.esp

45 2d Dumb GuyDUPE.esp

46 2e Alternative Start.esp

47 2f TLOUHomemadeFlamethrower.esp

48 30 Mojave Arsenal.esp

49 31 ZionTrail-NV.esp

50 32 NorthRoad.esp

51 33 Arsenal Of The Apocalypse.esp

52 34 CompleteUniques.esp

53 35 CHEMS - Benches.esp

54 36 T60.esp

55 37 Sympathy For The Devil.esp

56 38 SPARMAMENTARIUM.esp

57 39 NV Chinese Assault Rifle.esp

58 3a TeslaWeaponsPack.esp

59 3b Couriers Blunder + Rifle.esp

60 3c NCRTrooperOverhaul.esp

61 3d CanastaPack.esp

62 3e TheREPCONNBlues.esp

63 3f SPRearmed.esp

64 40 FreshStart.esp

65 41 Functional Post Game Ending - YUP Patch.esp

66 42 ksHighRollerDrugs.esp

67 43 CheyTac M200 Intervention SiouX.esp

68 44 M1897.esp

69 45 Remington870Wingmaster.esp

70 46 SVU.esp

71 47 M16A2.esp

72 48 CZ805.esp

73 49 Galil.esp

74 4a RemingtonModel8.esp

75 4b Weapons.of.the.New.Millenia.Cheat.Cabinet.esp

76 4c JokerineHerbalRemedies.esp

77 4d PKM.esp

78 4e PhotonLaserWeapons.esp

79 4f RangerHuntingCarbineSequoia.esp

80 50 RangerHuntingCarbine.esp

81 51 ReconLaserWeapons.esp

82 52 WA2000.esp

83 53 ZoomingScope.esp

84 54 FAMAS.esp


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Use FNVEdit. Load your entire "load order". Read and follow the "Conflict Detection and Resolution" procedure in the "Tome of xEdit" documentation.

 

Make sure you have all prerequisites such as "JIP LN NVSE" and that they are functioning. (Please see the 'Checklist' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.)

-Dubious-

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To clarify: the GAME (regardless of which mod manager you use) requires ESM files to load first. You might (depending upon the mod plugins you use) see some ESP files mixed in with them at the top of the list, but those are internally "flagged" as ESM files and treated as such despite the extension.

 

Once you have identified which plugin is conflicting with FPGE, you need to check for "compatibility patch" files which reconcile that conflict. They may come from either author or even a third party. Or you can create your own. In the latter instance, please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example.

-Dubious-

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