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Sierra Madre - all structures missing


zacyzoo

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Hi, I'm well into my modded playthough of fnv and I just started Dead Money. The problem is that the entire world of the dlc is empty, no buildings,ground or anything.

Heres my load order:

 

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 Sortomatic.esm
12 c Interior Lighting Overhaul - Core.esm
13 d ZionTrail.esm
14 e ELECTRO-CITY - CompletedWorkorders.esm
15 f SomeguySeries.esm
16 10 Ambient Temperature.esm
17 11 JIP Selective-Fire.esm
18 12 oHUD.esm
19 13 Detect Traps.esm
20 14 Advanced Recon Tech.esm
21 15 FCOMaster.esm
22 16 NVInteriors_Core.esm
23 17 NVInteriors_ComboEdition.esm
24 18 RockwellPursuit.esm
25 19 Tales from the Burning Sands.esm
26 1a SaxxonsQuestPack.esm
27 1b ELECTRO-CITY - Highways and Byways.esm
28 1c domecity.esm
29 1d MoonQuest.esm
30 1e World Of Secrets.esm
31 1f The New Bison Steve Hotel.esm
32 20 NVWillow.esp
33 21 NVInt_ARoomWithAView.esm
34 22 More Perks.esm
35 23 Afterschool Special.esm
36 24 Interior Lighting Overhaul - L38PS.esm
37 25 Shogo_Heavy_Industries.esm
38 26 Companion Core.esm
39 27 RobCo Certified.esm
40 28 Lone Gunman's Tools of Trade.esm
41 29 Project Nevada - Core.esm
42 2a Project Nevada - Equipment.esm
43 2b Project Nevada - Rebalance.esp
44 2c Project Nevada - Cyberware.esp
45 2d Project Nevada - Extra Options.esm
46 2e D.E.I.M.O.S..esm
YUP - NPC Fixes (Base Game + All DLC).esp
47 2f Vurt's WFO.esp
48 30 CutContentMerged.esp
49 31 DarNifiedUINV.esp
50 32 Project Nevada - Rebalance Complete.esp
51 33 Project Nevada - All DLC.esp
52 34 Project Nevada - Cyberware Additions.esp
53 35 The Mod Configuration Menu.esp
54 36 JIP Realistic Weapon Overheating.esp
55 37 JIP Companions Command & Control.esp
56 38 JIP Improved Recipe Menu.esp
Pip-Boy Light - Blue.esp
57 39 FlashlightNVSE.esp
58 3a CASM with MCM.esp
59 3b Sortomatic_for_House_of_the_Chef.esp
FCO - NPC Changes.esp
Improved Sound FX.esp
60 3c EVE FNV - ALL DLC.esp
61 3d RockwellPursuit2014Update.esp
62 3e YukiMerged.esp
63 3f vault22FloralOverhaul.esp
64 40 MiniMerge.esp
FCO - Afterschool Special.esp
FCO - Beyond Boulder Dome.esp
FCO - The New Bison Steve.esp
65 41 FCO - Willow.esp
66 42 The Weapon Mod Menu.esp
NVWillow - Project Nevada Rebalance.esp
67 43 Distributed Necklaces and Chains.esp
68 44 TheSinkRemodel.esp
69 45 delilah.esp
70 46 WeaponModsExpanded.esp
71 47 WMX-DLCMerged.esp
72 48 Project Nevada - WMX.esp
73 49 TweaksandFixes.esp
74 4a TheInheritance.esp
75 4b Legion Quests Expanded.esp
76 4c TrooperOverhaul-Dragbody.esp
77 4d RaestlozFactionArmorEnhancement.esp
78 4e YUP-WMX-PN-PNEO Patch.esp
WMX-EVE-AllDLCMerged.esp
79 4f tmzLODadditions.esp
80 50 NewVegasBountiesIII.esp
81 51 MadScience02.esp
82 52 ZionTrail-NV.esp
83 53 CourierCacheWSE.esp
84 54 EMR-StealthSuitMkII.esp
85 55 MachMerged.esp
86 56 ADAM Complete.esp
87 57 ADAM - MERGE.esp
88 58 NewVegasBounties.esp
89 59 NewVegasBountiesII.esp
Roberts_NewVegas.esp
FCO - Roberts Patch.esp
90 5a ILOPatchesMerged.esp
91 5b FNV TTW RWLE - NVBII Patch.esp
92 5c Better Burned Man.esp
boa ncrpahelmet.esp
93 5d Boacombat2glove.esp
94 5e 1nivVSLArmors.esp
95 5f TheLozza's_Gasmasks_V2.esp
96 60 AdvancedReconMerged.esp
97 61 FNV Realistic Wasteland Lighting - Enhanced.esp
98 62 OWB-Path Lights.esp
99 63 Laurens_Bathroom_poetry.esp
100 64 1nivPNSLPatch.esp
101 65 Improved Sound FX - WMX - Merged Major DLCs.esp
102 66 christinecos.esp
GRA-WRP-Patch-Two_Unofficial.esp
WMX-ArenovalisTextures.esp
103 67 Project Nevada - EVE All DLC.esp
104 68 dD - Enhanced Blood Main NV.esp
105 69 Ragdolls.esp
106 6a MojaveExtended60.esp
107 6b Conelrad 640-1240.esp
Improved Sound FX - Project Nevada.esp
FNVLODGen.esp
108 6c PaintYourWeapon.esp
109 6d TheBetterAngels.esp
110 6e AutumnLeaves.esp
111 6f LootMenu.esp
112 70 Enhanced Item Info.esp
113 71 Holster.esp
114 72 AutoSCOF.esp
115 73 SinkRemodelSortomatic.esp
116 74 RobCo Certified Friendly Hit Fixer.esp
117 75 CAGE 1.9.3.2.esp
118 76 Paint Your Weapon - Honest Hearts Edition.esp
119 77 HIIheadgearpack.esp
120 78 Bashed Patch, 0.esp
Here's a screenshot of the bug: http://i.imgur.com/47e5jkR.jpg
I've no idea what could be causing this bug so any help would be appreciated thanks.
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Three things strike me. Not clear if fixing them will solve this problem, but they can't hurt.

 

1. You have 16 inactive mods. That is taking you to 136 in the "Data" folder, which is in the range you might have "too many plugins installed" problems. Move any you are not using out of the "Data" folder. ("140 plugin cap" is a guideline only. It varies by individual system and mods.)

 

2. You have "91 5b FNV TTW RWLE - NVBII Patch.esp". Only use a patch file if you have ALL of the plugins active that it is patching, or it will give you a "missing master" error without the warning. You do not have TTW installed, so that is the wrong patch file.

 

3. You have several "merged" plugin files I don't recognize suggesting they are personal "merge plugins" (i.e. " 62 3e YukiMerged.esp", "64 40 MiniMerge.esp", and possibly "73 49 TweaksandFixes.esp"). You have to rebuild those "merge plugins" if you change the sequence of your "load order" or update ANY of the files in such a merge. Which is why it is best to build them only after you have a stable game. Anyway, if anything in any of them touches on "Dead Money" then it is a likely suspect.

 

-Dubious-

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Since I'm using mod organiser I loaded up my vanilla profile and I'm still met with the same bug. The only changes I've made to the actual game files are from Fear Loathing so I still don't know what could be causing it.

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Since I'm using mod organiser I loaded up my vanilla profile and I'm still met with the same bug. The only changes I've made to the actual game files are from Fear Loathing so I still don't know what could be causing it.

Loading a new game profile does not remove the excess files from the "DATA" folder.

 

You still have those files loaded into memory, whether or not they are activated in the mod manager.

 

The files need to be removed, not just disabled.

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  • 3 years later...

Pardon me, but I'm experiencing the exact same issue, and it doesn't seem like this was resolved. I have 56 mods (54 active).

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
New Vegas Redesigned 3.esm
Character Expansions Revised.esm
FCOMaster.esm
AWorldOfPain(Preview).esm
enclavebunker.esm
Gomorrah Redesigned v2.esp
More Perks.esm
More Perks for Dead Money.esm
Bitter Springs Redesigned.esp
More Perks for Old World Blues.esm
More Perks for Companions.esm
CFWNV.esm
YUP - NPC Fixes (Base Game + All DLC).esp
BetterNCRSupplyCache.esp
BLEEDNV.esp
Vurt's WFO.esp
New Vegas Redesigned 3.esp
FCO - NPC Changes.esp
Mojave Raiders.esp
Mojave Arsenal.esp
Unofficial Patch Plus.esp
More Perks Update.esp
FlashlightNVSE.esp
Economy Overhaul.esp
Follower Tweaks.esp
JIP Companions Command & Control.esp
JustModsAssorted.esp
Enhanced Vision.esp
Universal Item Sorter.esp
The Mod Configuration Menu.esp
CASM.esp
More Perks for Companions Update.esp
More Perks for Dead Money Update.esp
More Perks for Old World Blues Update.esp
PerkEveryLevel.esp
Character Expansions Revised - YUP.esp
WeaponModsExpanded.esp
Extra Map Markers 2.0.esp
Free the Slaves.esp
Unofficial Patch Plus - Addendum.esp
FCO - GlowingOne.esp
Character Expansions Revised - MR.esp
Character Expansions Revised - UPP.esp
FCO - OHSB NPC Edits.esp

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Please note the date of the previous post, and see the Nexus "Terms of Service" about not resurrecting old threads. The primary reason is that the original thread participants are seldom still around, and it is unlikely that you have exactly the same setup. Details matter. That said ...

 

* 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.

* 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. If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again.

* "Merge[d] Patch" is a more generic term than "Bashed Patch", which is only produced by the Wrye Bash/Flash program. A Wrye "Bashed Patch" and a xEdit "Merged Patch" are generated from the entire "load order" list of plugins to resolve all "record level conflicts". They are roughly equivalent but use different algorithms. You can use the combination of both a "Bashed Patch" and a "Merged Patch" file (technically an "override" patch as described here), for different complimentary reasons. (What I say regarding "Wrye Bash (WB)" also applies to "Wrye Flash (WF)". "xEdit" is the generic name for "FNVEdit" which is the game specific implementation of that tool.)

While both WB and xEdit are creating essentially the same thing, the big difference is that WB automates the "record level conflict" resolution in load order sequence producing a "merged patch" file named explicitly "Bashed Patch, 0.esp". This works fine for most such conflicts where you want the last loading plugin to "win" conflicts, but to also include non-conflicting records of earlier plugins to get around "The Rule of One". The xEdit process does similar but doesn't dictate the resulting file name and lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. By running WB first, and then creating an xEdit "override" patch with just the different winners (hence the difference from a "merged patch" of the entire "load order"), you are reducing the number of manual changes needed. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch(s)" whenever you do so.

Note that xEdit can "automate" the creation process in a similar manner to WB, but it doesn't (last I knew but things are constantly evolving) make use of "Bash Tags". WB also has built-in "tweaks" to game settings that it incorporates into the patch, as well as merging of "leveled lists". You can also use xEdit to give "unique" results that none of the plugins provide (in effect creating a "new patch plugin" result within the overall patch.)

There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details.

* If you add (or remove) any VWD/LOD textures (such as NMC, Vurt's WFO, or Ojo Bueno; which do not show up in a "load order"), please see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide regarding the need to run both TES4LL and FNVLODGen; or xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL. Also recommend you read the 'LOD/VWD Texture Packs' section of the wiki "FNV General Mod Use Advice" article first.

 

* In the meantime, please see the 'First Timer Advice', 'Towards Game Stability', and the 'Common Game Problems' sections 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 set it up. 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. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article.

-Dubious-

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  • 5 months later...
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