MyNameBeJeff Posted August 6, 2020 Share Posted August 6, 2020 Here are my modsFalloutNV.esmHonestHearts.esmDeadMoney.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmFreesideOpen.esmRun the Lucky 38.esmFactions Reloaded - Merge.esmAWorldOfPain(Preview).esmAWOPDeadMoney.esmSolidProject.esmMomod.esmUWHNV-Core.esmEnclaveCommanderNV.esmFreeside Open - AWOP.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espMilitary NV Backpacks.esmProject Nevada - Extra Options.esmGRARG.esmDesertersFortress.esmMore Perks.esmMore Perks for Companions.esmAWOP-MoMod.espB42Bash.espMilitary NV Backpacks - Weapons.espMilitary NV Backpacks - BumBagUseSlot1.espMilitary NV Backpacks - No Straps.espMilitary NV Backpacks - Vendor Script Replenish.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espProject Nevada - Cyberware Additions.espThe Mod Configuration Menu.espStartNewGameAlmostPerfectNoOWB.espStartNewGameAlmostPerfectOWB.esppipboyx6.espBetter Pickup Prompt.espFar.espLegion Quests Expanded.espNew Vegas Landscape Overhaul.espThe Lucky 38 Empire.espProject13 - Populated Wasteland.espFreesideOpenPatch.esp001 Project Weaponry.espGrab Everything.espAccidentalLaunch.espScorchedSierra87thTribehelmetsDisguise.espScorchedSierra87thTribehelmets.espSpyPerk.espNV_STTraitsandPerks - NVSE.espElite Perks.espCap Removed DR DT RR.espCap Removed DR DT.espCap Removed DR RR.espCap Removed DR.espCap Removed DT RR.espCap Removed DT.espCap Removed RR.esphz_Automatic Weapons Fix.espMomodlorefriendly.espMore Perks Update.espEssentialPlayer.espPassive Startup Messages.espXFO - 9a - Enemies - AI revamp.espXFO - 9da - Enemies - NPC Healing - low.espXFO - 9db - Enemies - NPC Healing - med.espXFO - 9dc - Enemies - NPC Healing - high.espHonest Hearts Weight Check.espCaesar Brotherhood.espGlove_be_gone.espThe Torn City.espBennyReturns.espWeaponModsExpanded.espWMX-DLCMerged.esppopulatedcasino-medium.esprealwepsplus.espCNR_Beta.espAK_AR15WP.espADAM - Trooper Gloves.espMoMod-Aliens.espThe Weapon Mod Menu.espCombatEnhancer.espDead Money - No Collar Explosion and No Poison Cloud.espNo Weapon Remove Dead Money.espNPCs Can Miss.espRX-Auto Incremental Save.espJustLootMenu.espMore Perks for Companions Update.esp1nivVSLArmors.espGRA - The Right to Bear Arms.espStormtroopers Early Release - Armors.espCheat Weapons.espCity_of_Adventurers_Redux_v1.1.espNew Vegas Open.espZK13 - Return of the Eyebots.espCCO - Ulysses Companion.espuylssesbarksfix.espVulpesCompanion.espNo Witnesses.espADAM Complete.espADAM - MERGE.espAWOPDeadMoneyVendorPatch.espADAM - MAIN.espADAM - NCR Patrol Armor.espGhost [MW19].espB92FS.espFO3WeaponsRestoration.espADAM - Nemesis Armor Pack.espCheese Companion.espMore Gore Giblits.espAegis Oil - Oil Rig - Director's Cut.espCoomCave.espEssentialcompanions.espBooneExRangerAM.esphunter.espThetentofdoom.espBos Expansion.espUnlimitedCompanions.espHedszot's Weapon Pack.espADAM - Rangers on Patrol.espAWOP-WMX.espArmory_of_Xzax.espLonesome Road Companion Passage.espWMX-POPMerged.espDonta1979 MK117 Prototype Armor.espcomically large spoon.espMightyDungeonsTrilogy.espScottmackWeaponPack.espTac Vest Addon_NV.espCAGE 1.9.3.2.espADAM - Outcast Ranger Armor.espLRunlocker.espAAACanonCourierArmor.espMonsterModLorefriendlyDLC.espHeckler and Koch - UMP45 Submachine Gun.espDisable_CamShake.espUnlimitedTraits.espAsurah_reanimation.espCaesarOutfitNoDTChange.espSuperShotgun'.espJustVanillaSprint.espIncreasedcarryweight.esp Total active plugins: 149Total plugins: 162 Link to comment Share on other sites More sharing options...
dubiousintent Posted August 6, 2020 Share Posted August 6, 2020 (edited) You have "mod conflicts" which can produce various unexpected issues. First clean those up. (More on this below.) * Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so. * Move any "inactive/disabled" plugins out of the game "Data" folder. They count against the "plugin cap"(see Smaller 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. * Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version. For example: you should only have one of:* StartNewGameAlmostPerfectNoOWB.esp* StartNewGameAlmostPerfectOWB.espand since you have "Old World Blues (OWB)" installed, you don't want the first "NoOWB" one. There are other instances of the same issue. * "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. (This also applies to "fix" files.) 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. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". 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 are treated as "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.* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway.In the meantime, please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. If the problem persists, then work through either 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.I recommend anyone 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 play a modded FNV or it's been more than a year since you last did so. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned". It is NOT a list of various mods to install that happen to work on the author's machine. It addresses fundamentals underlying how to get the basic game and mods to work together.-Dubious- Edited August 6, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
MyNameBeJeff Posted August 7, 2020 Author Share Posted August 7, 2020 Thanks man. Appreciate it. Link to comment Share on other sites More sharing options...
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