zacyzoo Posted March 19, 2017 Share Posted March 19, 2017 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.esp100 64 1nivPNSLPatch.esp101 65 Improved Sound FX - WMX - Merged Major DLCs.esp102 66 christinecos.esp GRA-WRP-Patch-Two_Unofficial.esp WMX-ArenovalisTextures.esp103 67 Project Nevada - EVE All DLC.esp104 68 dD - Enhanced Blood Main NV.esp105 69 Ragdolls.esp106 6a MojaveExtended60.esp107 6b Conelrad 640-1240.esp Improved Sound FX - Project Nevada.esp FNVLODGen.esp108 6c PaintYourWeapon.esp109 6d TheBetterAngels.esp110 6e AutumnLeaves.esp111 6f LootMenu.esp112 70 Enhanced Item Info.esp113 71 Holster.esp114 72 AutoSCOF.esp115 73 SinkRemodelSortomatic.esp116 74 RobCo Certified Friendly Hit Fixer.esp117 75 CAGE 1.9.3.2.esp118 76 Paint Your Weapon - Honest Hearts Edition.esp119 77 HIIheadgearpack.esp120 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. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 19, 2017 Share Posted March 19, 2017 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- Link to comment Share on other sites More sharing options...
zacyzoo Posted March 20, 2017 Author Share Posted March 20, 2017 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. Link to comment Share on other sites More sharing options...
M48A5 Posted March 20, 2017 Share Posted March 20, 2017 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. Link to comment Share on other sites More sharing options...
Reversinator Posted November 22, 2020 Share Posted November 22, 2020 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 Link to comment Share on other sites More sharing options...
dubiousintent Posted November 22, 2020 Share Posted November 22, 2020 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- Link to comment Share on other sites More sharing options...
timmystep2 Posted May 13, 2021 Share Posted May 13, 2021 Had same issue go back to steam click on properties verify files, I had 7 in conflict re-validated launched from steam site , check Data Files enable mods that solved problem for me. Link to comment Share on other sites More sharing options...
Recommended Posts