Cevrik777 Posted July 16, 2014 Posted July 16, 2014 Hey, I just want to preface this by saying that the load order does in fact work and I have played for a good hour or so and haven't noticed anything untoward popping up yet. I have modded Fallout for a while now, but this is my first time adding so many at once and, quite frankly, it's just one of those things that can always go wrong and I would like to ask other people's viewpoints on it. My concern lies with the fact that I have Project Nevada, WME, WMX, FOOK, and EVE all installed. I have gone over each mod's pages multiple times, making sure to apply any patches that I could find - DLC patches, FOOK-PN convergence, PN-EVE, etc. etc. Now, the load order in which to apply all of them correctly isn't 100% clear, but I think I have a pretty good setup. I was just curious if anyone would be willing to give it a once-over who has played with most - if not all - of these mods to point out any "obvious" issues that could render some major features absent or perhaps even make the game unplayable later on down the road when I'm 5, 10, 20+ hours in. You may see some esps I have left deactivated for this playthrough, such as fellout. Also, for those of you who either don't know or need a reminder, when you see a line such as... Project Nevada - EVE No DLC.esp=0Project Nevada - EVE No GRA.esp=0Project Nevada - EVE All DLC.esp=1 I have simply left the esps in there even though the "All DLC" one should cover the work of the previous ones. Also, I thought I should edit this in to mention that I am running the 4GB executable with NVSE, and all the other essential utilities such as the Unified HUD project, MCM, and such. GameMode=FalloutNVFalloutNV.esm=1ClassicPack.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1Project Nevada - Core.esm=1Project Nevada - Cyberware.esp=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Extra Options.esm=1MikotoBeauty.esm=1Interior Lighting Overhaul - Core.esm=1ELECTRO-CITY - CompletedWorkorders.esm=1Weapon Mod Expansion.esm=1WME - DLCs.esm=1WME - GRA.esm=1NVInteriors_Core.esm=1D.E.I.M.O.S..esm=1NVR-Strip.esm=1New Vegas Redesigned 3.esm=1Gomorrah Redesigned.esp=1FCOMaster.esm=1CINEMATECH.esm=0oHUD.esm=1Detect Traps.esm=1Advanced Recon Tech.esm=1AWorldOfPain(Preview).esm=1SomeguySeries.esm=1FOOK - New Vegas DLCs.esm=1FOOK - New Vegas.esm=1Cass alternate version.esp=0DarNifiedUINV.esp=1CASM.esp=1CRHDV3O3.esp=1CRHDV3O2.esp=1merccustom.esp=1MiscItemIconsNV.esp=1epock.esp=1BBTombRaider.esp=1BB_Persona_and_Secret.esp=1Free Tribal Outfits.esp=1JillBSAA.esp=1NWIxiaarmor1.esp=1Vurt's WFO.esp=1WastelandCourier.esp=1Type3 Leather Armors.esp=1NVLadyoutfit1.esp=1MikotoBeauty.esp=1dD - Enhanced Blood Main NV.esp=1ILO - Fallout New Vegas.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1FOOK - New Vegas.esp=1FOOK - New Vegas DLCs.esp=1Shotgun Commando.esp=1Weapon Mod Expansion.esp=1AWOPLowLootSkillBooks.esp=1AWOPLowLootMWeaponsArmor.esp=1AWOPLowLootMWeapons.esp=1AWOPLowLootGeneral.esp=1AWOP-LowNPCSWastelandOnly.esp=1AWOP-LowNPCS.esp=1AWOPVeryLowRobots.esp=1AWOPLowRobots.esp=1NewVegasBounties.esp=1NewVegasBountiesII.esp=1Cowboy Perk Complete - New Vegas Bounties.esp=1Improved Sound FX.esp=1Improved Sound FX - Weapon Sharing Fix.esp=1Improved Sound FX - WME - Weapon Sharing Fix.esp=1Improved Sound FX - WME DLCs.esp=1Improved Sound FX - WME GRA.esp=1Improved Sound FX - Project Nevada.esp=1QS_Blackwolf_NV_Backpackmod.esp=1Neckchains.esp=1UrgeWasterScarf.esp=1LFox Missing Ammo Recipes GRA DLC.esp=1LFox Missing Ammo Recipes HH DLC.esp=1LFox Missing Ammo Recipes.esp=1Detect Traps - Traponator 4000.esp=1Detect Traps - Perk.esp=1Detect Traps - DLC.esp=1TWO BEARS HIGHFIVING.esp=1NVR-NPCs.esp=1NVR-Version_10.esp=1FlashlightNVSE.esp=1RaestlozPCIdles.esp=1Bullet Impact Increased LOD.esp=1Advanced Recon Tech.esp=1Advanced Recon Gear.esp=1Advanced Recon Tech - Detect Traps.esp=1Advanced Recon Gear - Project Nevada.esp=1Advanced Recon Riot Gear Helmet.esp=1New Vegas Redesigned 3.esp=1WeaponModsExpanded.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Dead Money.esp=0Project Nevada - Lonesome Road.esp=0Project Nevada - Gun Runners' Arsenal.esp=0Project Nevada - Old World Blues (No Cyberware).esp=0Project Nevada - Honest Hearts.esp=0Project Nevada - All DLC.esp=1FCO - GlowingOne.esp=1FCO - Mikoto Patch.esp=1FOOK-PN Convergence.esp=1EVE FNV - NO GRA.esp=0EVE FNV - NO DLC.esp=0EVE FNV - ALL DLC.esp=1WMEVE - FOOK - All DLCs.esp=1WME - GRA - Complete.esp=1WME - GRA - Just Guns.esp=1WME - GRA - Unique Integration.esp=1WME - GRA - Vendor Reform.esp=1WME - GRA - Weapon Integration.esp=1WME - GRA - All Weapons.esp=1WME - GRA - Arenovalis.esp=1WME - DLCs.esp=0WME - DLCs Arenovalis.esp=1WMX-AWOP.esp=1WMX-DLCMerged.esp=1WMX-ArenovalisTextures.esp=1Project Nevada - WME.esp=1Project Nevada - WMX.esp=1Project Nevada - EVE No DLC.esp=0Project Nevada - EVE No GRA.esp=0Project Nevada - EVE All DLC.esp=1The Weapon Mod Menu.esp=1Fellout.esp=0Fellout-OWB.esp=0friendofnightforfellout.esp=0The Mod Configuration Menu.esp=1ProjectRealityMkIv5HDR.esp=1Directors Chair.esp=0
nyaalich Posted July 16, 2014 Posted July 16, 2014 You've got 135 mods in your load order. Deactivated mods still contribute to that ~140 mod limit. You *may* want to move the inactive ones to a separate folder so that you'll have them as backup.
Guest carywinton Posted July 16, 2014 Posted July 16, 2014 nyaalich is correct and they can be activated even when unchecked if a resource "calls" for them. I usually make a folder in the directory called BackUp or something similar and move all inactive esm and esp files to that, just to be on the safe side.
nyaalich Posted July 16, 2014 Posted July 16, 2014 I didn't address the specific mods that you mentioned as that I don't use them. You may want to look into creating a bashed/merged patch to promote compatibility between mods.
Cevrik777 Posted July 18, 2014 Author Posted July 18, 2014 Alright, so I implemented what you suggested and also noticed I missed a file on the Convergence page for Project Nevada and FOOK ( http://www.nexusmods.com/newvegas/mods/54398/? ). It seems that they had a patch that comined not only Project Nevada and FOOK, but also WME, WMX, EVE, and even AWOP. I have followed the intructions on in the Read-Mes and now have an updated list that I hope is set up correctly. GameMode=FalloutNVFalloutNV.esm=1ClassicPack.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1MikotoBeauty.esm=1ELECTRO-CITY - CompletedWorkorders.esm=1NVInteriors_Core.esm=1D.E.I.M.O.S..esm=1NVR-Strip.esm=1New Vegas Redesigned 3.esm=1Gomorrah Redesigned.esp=1FCOMaster.esm=1Detect Traps.esm=1Advanced Recon Tech.esm=1SomeguySeries.esm=1FOOK - New Vegas.esm=1FOOK - New Vegas DLCs.esm=1AWorldOfPain(Preview).esm=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Extra Options.esm=1Weapon Mod Expansion.esm=1WME - GRA.esm=1WME - DLCs.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1oHUD.esm=1The Mod Configuration Menu.esp=1FOOK - New Vegas.esp=1FOOK - New Vegas DLCs.esp=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - All DLC.esp=1FOOK-PN Convergence.esp=1CASM.esp=1CRHDV3O3.esp=1CRHDV3O2.esp=1merccustom.esp=1MiscItemIconsNV.esp=1epock.esp=1Free Tribal Outfits.esp=1JillBSAA.esp=1NWIxiaarmor1.esp=1Vurt's WFO.esp=1WastelandCourier.esp=1Type3 Leather Armors.esp=1NVLadyoutfit1.esp=1BBTombRaider.esp=1BB_Persona_and_Secret.esp=1MikotoBeauty.esp=1dD - Enhanced Blood Main NV.esp=1AWOP-LowNPCS.esp=1AWOPLowRobots.esp=1AWOPLowLootGeneral.esp=1AWOP - Balance and Cleanup.esp=1NewVegasBounties.esp=1NewVegasBountiesII.esp=1Cowboy Perk Complete - New Vegas Bounties.esp=1Shotgun Commando.esp=1Improved Sound FX.esp=1Improved Sound FX - Weapon Sharing Fix.esp=1Improved Sound FX - WME - Weapon Sharing Fix.esp=1Improved Sound FX - WME DLCs.esp=1Improved Sound FX - WME GRA.esp=1Improved Sound FX - Project Nevada.esp=1QS_Blackwolf_NV_Backpackmod.esp=1Neckchains.esp=1UrgeWasterScarf.esp=1LFox Missing Ammo Recipes GRA DLC.esp=1LFox Missing Ammo Recipes HH DLC.esp=1LFox Missing Ammo Recipes.esp=1TWO BEARS HIGHFIVING.esp=1NVR-NPCs.esp=1NVR-Version_10.esp=1RaestlozPCIdles.esp=1Bullet Impact Increased LOD.esp=1Advanced Recon Gear.esp=1Advanced Recon Tech.esp=1Advanced Recon Tech - Detect Traps.esp=1Advanced Recon Gear - Project Nevada.esp=1Advanced Recon Riot Gear Helmet.esp=1Detect Traps - Traponator 4000.esp=1Detect Traps - Perk.esp=1Detect Traps - DLC.esp=1New Vegas Redesigned 3.esp=1DarNifiedUINV.esp=1FCO - GlowingOne.esp=1FCO - Mikoto Patch.esp=1WMEVE - FOOK - All DLCs.esp=1WMX-AWOP.esp=1Project Nevada - WMX.esp=1The Weapon Mod Menu.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1Weapon Mod Expansion.esp=1Project Nevada - WME.esp=1EVE FNV - ALL DLC.esp=1FOOK-PN-WME-WMX-EVE Convergence.esp=1FOOK-PN-AWOP Weapon Convergence.esp=1ProjectRealityMkIv5HDR.esp=1 I'll hopefully be able to report back in a couple days and close this thread with a statement that it works and everything in the loadorder works perfectly and doesn't compeltely demolish the weapons or produe a dozen versions of the same weapon.
nyaalich Posted July 18, 2014 Posted July 18, 2014 Yay! Good boy! You're down to a much better number. Hope that the other patch keeps everything in tip-top shape.
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