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 Fallout NV Mod Load Order Help

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BeterBu

BeterBu

Posts : 1
Join date : 2021-10-26

Fallout NV Mod Load Order Help Empty
PostSubject: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptyMon Apr 11, 2022 12:53 am

Hi everyone, I'm a beginner at modding Fallout NV and I would appreciate it if I could get some help as to the problems I am facing in my load order. Primarily, my biggest issue seems to be the fact that my wwp replacers aren't being implemented, the Weapon Mod Menu giving me errors before I mod my weapons, and my animated player interactions aren't playing:

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Acies

Acies

Posts : 341
Join date : 2015-03-02

Fallout NV Mod Load Order Help Empty
PostSubject: Re: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptyMon Apr 11, 2022 1:56 am

That load order is a mess... .esm get loaded before any .esp, project nevada is very broken. You have mods that overwrite or deprecate others (the just mods do the same as some modules of project nevada, for example).

You should read what each plugin does and not dump every mod you see on your game, and read mod descriptions as well. Some are supposed to be low on the load order, like weather mods.

I'd suggest starting over and downloading mods that you're actually going to use



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crazyozzy44

crazyozzy44

Posts : 2
Join date : 2014-10-14

Fallout NV Mod Load Order Help Empty
PostSubject: Re: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptySun Apr 17, 2022 1:57 am

The first thing you wanna do is sort your plugins EMS first then ESPS (just like the other guy said.) If you do plan to use every mod you have installed this is my suggestion Turn off all plugins then load in a few at a time. Playtest those plugins to see if it is all working well and repeat till the issues come up. I would suggest getting rid of PN because its really outdated and there are other mods that implement the same things project Nevada does but are less buggy and work a lot more consitently. Let us know if you have any success and good luck!
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WBPappy

WBPappy

Posts : 5
Join date : 2017-07-22

Fallout NV Mod Load Order Help Empty
PostSubject: Re: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptyMon Apr 18, 2022 6:01 am

Use Vortex. Best manager I've ever used. Has a self sorting system that loads them automatically. And if it's not sure, it prompts the user to select whether a certain mod should load "before" or "after" another that uses the same file to avoid conflict. Cheers. Hope this helps.
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Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Fallout NV Mod Load Order Help Empty
PostSubject: Re: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptyTue Apr 19, 2022 3:38 am

Vortex has a lot of bloat and is inferior to Nexus Mod Manager(NMM), even something older like Mod Manager 2 or Fallout Mod Manager(FOMM) will do. Other than that, all I can tell you is to cut down on the mods. Start with 5 or so, everytime you fire up the game add 1 or 2 more, and make sure to read instructions and readmes by the dev, if they left any. The more mod changes something and the bigger in scale it is, the further down it should go, meaning all the overhaul mods should be last(with UI/ENB and weather/LOD mods absolutely last), and small mods like ones that add weapons, armor or companions should be further up. If your manager has BOSS, it could auto sort it for you, but it's not perfect. Make sure to download FNVEdit and create a merged patch at the very end, it's a simple process and it saves a lot of pain in the future

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MarcoH

MarcoH

Posts : 3
Join date : 2021-08-30

Fallout NV Mod Load Order Help Empty
PostSubject: Re: Fallout NV Mod Load Order Help   Fallout NV Mod Load Order Help EmptyTue Apr 19, 2022 6:16 pm

The only good comment that we can give you is to learn how to solve conflicts in forms with xEdit.
And like the others said, ESM's get loaded first.

You need to google for "how to solve mod conflicts in Fallout 3 and NV with xEdit" or anything like that.

https://www.youtube.com/watch?v=lRRCwwOITlU

You have to learn that many mods edit the same forms, and some forms have very specific edits which cannot be edited by another mod without messing the functionality of that specific mod up.
Loading multiple weather mods for instance can mess up the weather of all weather mods loaded.
Cause many weather mods authors use scripts from others which they have edited, they fight with eachother. So wehn it comes to weather mods you'd be better off just using one until you know how to mod yourself so you can edit them to your liking.

That's probably the only real solution, learn to mod yourself, that way you will know what you want to keep in a conflict and what you do not want to keep. Cause making mods compatible in xEdit requires you to know what is happening there, so you can choose to keep the functionality that you want to keep in modding conflicts.
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